Poggy
Poggy
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No one:
Killers Snuffing Boon Totems: pfffffffff
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@solidhex said:
https://forum.deadbydaylight.com/en/discussion/279493/mmr-is-trash
"appeased one side over the other"
Many people have no side, they play both roles as it should be. My survivor games have been far worse especially when playing with my friends since the update, while killer was sweaty but at least playable and more challenging than before. So it has nothing to do with appeasing to one side.
That's not remotely the point. The point isn't about how many people play which side. It's that the developers have favored the survivors side over the killer side from a fairness perspective. If you play killer, you are at a disadvantage. And most people I know main one side or the other, and I'm pretty sure this applies to most players, and is still irrelevant to my point that one side of this 2 sided game is at a disadvantage.
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@KateDunson said:
I think the same way, that's why I uninstalled the day after SBMM came out.
At least before i was able to dodge 4man swf, now no matter what i do I'll get the same type of survivors over and over again, and no i don't want easy games, i want to play the game and have time to actually try, 5m games is not fun and get tbagged by ppl that hold M1 and W and thinks is good is nosense and pathetic
Pretty much exactly where I'm at. I miss the days when the gens getting done in 5 minutes was a rarity because of a comp SWF on coms that just knows the game in and out and getting crushed like that was rare. That was at least tolerable. Now for me it's 9 games out of 10 that feel like I'm completely helpless. And again I have 2200 hours in this game the majority as Killer and have been playing for 2 and a half years on and off. It's not like I don't know how to loop or down a survivor. It's just so obvious that at high MMR, you're screwed. At the highest level this game is 100% in favor of the survivors.
At this point in the game's development, I feel like killer, the role I once enjoyed the most, is a glorified distraction.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2491109#Comment_2491109
if you didn't care and plan on uninstalling then why did you feel the need to scream into the ether about it instead of just uninstalling and moving on with your life?
Also I find it hilarious that you consider a public forum with a lot of readers an "ether". Very telling. And why not post? It's not a huge time sync to make a quick post about it to the devs / mods or whomever will see this, especially compared to the 2200 hours I'm resentful about having lost on this game. I am resentful of BHVR for never EVER listening to their community on the stuff that matters and continuing to just do whatever they want because they think they know best, when nearly EVERYONE speaks out in agreement against something and they do it anyway.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2491109#Comment_2491109
if you didn't care and plan on uninstalling then why did you feel the need to scream into the ether about it instead of just uninstalling and moving on with your life?
I want the company to know from at least one person that they have pissed off customers who are completely abandoning their game because of their stupidity. Because you know what? If they ACTUALLY ever started listening to the community in the future, then I might come back. But at a minimum, maybe I keep others from wasting their hard earned money on this ######### game.
But my guess is they'll kill their own game first. They're not far off.
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@DragonMasterDarren said:
bypassing the filter is going to get you a talking to from the mods just a FYI
Oh noes. Mods are going to give me a talking to on a game I am uninstalling and don't want to play anymore? How scary!!!
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@Marigoria said:
"everyone knew". No. Last test was actually amazing for a lot of people. Idk what they changed though, because right now, it's not that great.
A lot of people were concerned and complaining about MMR a year ago when they first introduced it and not once in any update or PTB was it introduced in a way that anyone felt good about, or any significant majority.
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For BHVR also,
The setup for the glitch is straightforward. As many note you simply get in the locker and your character has a hitbox outside of the locker. Utilizing the trapper's traps (placing it directly at the feet of locker), it causes the survivor to become trapped, but registers that they are still in the locker even after they untrap themselves or become untrapped by someone else. Their camera position remains locked inside the locker but their character moved freely.
You will also find that when a survivor enters another locker, and then you retrap the original locker, that you have effectively told the game they are in two locations. After exiting either locker, if I open Locker B, I can remove them from the locker, and then proceed to hook them or whatever, and then remove them again from Locker A. This can be repeated for as many lockers as are on the map, provided the glitched locker (Locker A) is the last locker you open to take the survivor from.
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I don't want to rehash what everyone has said. I am largely in agreement with the negative comments about the UI. The fact that it was thrust on everyone with no customization options, no way to go legacy mode, etc. even after all the feedback received feels like a slap in the face. The PTB seems to be more about building hype than actually taking feedback and utilizing it. That being said, one thing I don't see mentioned very often is how I completely disagree with the statement that giving killers individual player hook counters will encourage tunneling.
- Giving killers a total hook counter incentivizes me to hook as much as possible and not care who the hook was on since the game is saying "it doesn't matter who its on, you just want to get 12 hooks". So in reality, giving this has the exact opposite effect that not giving the individual hook counters was supposed to provide.
- I don't need to see individual hook counters if I am intending to tunnel a survivor to death. I know who I just hooked. But if I do want to spread my hooks out, then having individual hook counters lets me see who I have hooked and who I haven't so I can spread my hooks out and get a better overall score.
As for the UI in general, I'll echo what others say and suggest the spacing is a nuisance to deal with. Put everything back in one corner. Other games have spread out UIs like WoW and such, but generally all of the critical information is consolidated in one major area of the screen. Secondary things can be off to the sides or away, like a quest log or map that I obviously wouldn't need during a raid in WoW. In DBD that would be the rough equivalent of the BP indicators which is arguably not critical information. But gens, players, perks, ability CDs, etc. All of that information should be consolidated.
Please listen to us BHVR. We are tired of being ignored over and over and eventually our voices won't matter anymore because people will vote with their wallet and stop buying the game or paying for cosmetics and such, and the game will lose its playerbase. People vote with their feet, so to speak. The people who love the game and want to see it be successful are here telling you, stop the ego. We know you think you know what's best for your game. We beg to differ, and we hope you'll start to take your community seriously. Sure, some people are toxic. I get that. But there are very honest, caring people here trying to help you be a success. Listen to them.
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@Onyx said:
https://forum.deadbydaylight.com/en/discussion/comment/1917626#Comment_1917626
Your stats are flawed and biased with a small sample size. Also people who go on forums, reddit etc tend to have more negative feelings. Your "stats" are not scientific and any scientist would dismiss them if they were for an actual experiment because of the small sample size and the inherit bias in the answer. Basically, your data is skewed because people on reddit/forums go there to complain, not to be all happy-go-lucky to talk about how much they love DbD and the devs.
Basically your stats mean absolutely jack.
That's literally how polls work, though. You take a small random selection of a population, and generalize about the overall opinion within certain error bounds. Every major poll from Gallup for instance generally only cites a few thousand people at most. The point is not how many people can we get, it's how much of a variety are the people from which we are getting the opinions. For example, republican / democrat, religious / irreligious. Or in the case of DBD, killer / survivor, console / pc, etc. The fact that the sample size is small is irrelevant. You can generalize within error bounds. Having a nearly 90% dislike rate on an proposed concept in this community is very telling about what the likely overall view of the population of DBD actually is. You can't just sweep that fact under the rug.
And the simple solution is to do exactly what others have suggested. Give the user the control of the layout, and to switch between the new UI and legacy. It doesn't have to be an either / or scenario.
The devs hear you. They just don't listen. They smile and nod while they do whatever they want to anyway.
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@CaulDrohn said:
Is it new ormond or old one? Bc with the new iteration, I encountered actual hook dead zones multiple times. On one long border of the map were a total of three hooks. If you used just one of these hooks for a sacrifice, and another survs goes down right at the already destroyed hook (so not at the edeg at all), there was literally no way to hook them, bc the nearest hook was just to far away.
We are using the data available for the total number of hooks possible max/min on the Wiki. Currently Ormond sits at 8 to 12.
You may have gotten on the map with a low spawn count. And also the "average hooks per sqm" doesn't necessarily mean that in a given area of a map you expect to find X hooks, because it could be some are clustered a little closer and an area with none which would offset the average. You can also see that we determine the bias only based on that information on the first page, and it is determined by the deviation percent, not any individual potential spawn. On the low end of Ormond spawn (8), the bias is Survivor. But the deviation and max possible favor killer.
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@Mat_Sella said:
I just love the people who came into the thread, complained, and ignored: The title of the thread, the contents of the spreadsheet, the breakdown in the text that followed
That's okay. Sometimes things need to be parsed a bit more. Data can be confusing and maybe I'm not the best communicator.
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@Terro said:
https://forum.deadbydaylight.com/en/discussion/comment/1810998#Comment_1810998
But their saying that the metric of looking at hooks per a square mile is flawed already. It really doesn't matter what the average is. I know that they're trying to avoid killers having hooks too close together in case they manage to get 2 hooks or getting hook dead zones but this isn't the way to do it. You really do have to look at individual maps for that metric. I don't think coal tower or gas heaven are that good with hooks but that depends on RNG.
We are determining that by how close together they could potentially spawn. We take the min possible spawn hooks per map divided by the size of the map, the max per map divided by size, and then average them. Then we take all maps and get an overall average and find the mean deviation for each map. How far or close to the average distance of possible hook spawns is each map? That's what the first page of the sheet is telling us.
EDIT: And in this case, we use 97% to 104% as "neutral" territory.
Mind you Neutral in this category doesn't mean neutral in every category. We take what is neutral in this hook category, and then further break down which of those are neutral in another category - a la infinite loop potentials. The "Bias" on the first sheet is ONLY referring to the bias of hooks per square meter.
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@Ghoste said:
Why does the amount of hooks matter so much? There could be 50 hooks for all I care if there are a high amount of pallets, loops, and LOS blockers.
In other words, I couldn't find hard data on how many pallets and windows are on every map. I hope that makes sense. We used what we could as a metric. But since, like you said, it doesn't matter "so" much, we added other metrics on top, including to some extent our own judgement on infinite potentials in windows/pallet loops.
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@Ghoste said:
Why does the amount of hooks matter so much? There could be 50 hooks for all I care if there are a high amount of pallets, loops, and LOS blockers.
It's not the number of hooks that matter, it's their distance on the map by default. However, the only reason it's hard included is because only hard data we have on each and every map from the wiki.
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Do you think BHVR might release updated kill rates?
One thing I would also like from BHVR is more data on how many pallets and vault locations can spawn per map. Right now all we have are hooks and old kill rate data from 18 months ago (if not longer). Which definitely gave is a decent picture but not all we could have used to determine balance. Kill rates are taking into account everyone and we aren't "everyone" in our league. We're mostly red rank killer/survivors. So the actuality might be completely unique for higher ranks.
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@TruffleTurtle said:
Well that makes sense. I like those maps on either side. I think Gas Heaven is one of the best maps
It has "heaven" in the name. Seems to make sense! ๐