Raulillo
Raulillo
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- Raulillo
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In silence antagonist role seems boring. Like you follow a radar, get flashbanged, follow the radar again... You are suppose to be blind... but you are not you just have blurred vision xD
And the horror of that game is because you are in almost complete darkness every time with a fog like effect in a circle around you of 5 meters. Random loud sounds playing because the game needs audio screamers to create horror...
The cool idea is to have a completely blind killer that could be almost in front of you but without him being capable of seeing you. This can't happen in this game because you can distinguish people if you are near enough.
I don't think it has "the terror touch dbd doesn't have". Is just that you have played a lot the game and knowledge is the enemy of fear, it's more difficult to fear what you know. I feel this game would suffer in the same way after some hours playing it.
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I think it doesn't work the same way. Bonus is only applied to altruism BPs while BBQ applies to the whole categories.
Buff this perk is dangerous because could force a lot of players into risky plays just for the points and to get that perk extra value. It would be cool a farming BP perk for survivors tho.
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OoO raise will be followed by stealth killers raise when everyone realise that is free X-Ray vision.
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It would be cool, maybe with passive reloading the total amount of tokens should be changed to 1 or 2. Inverted controls maybe sounds cool and interesting... but it would became annoying for survivors, similar to the space spamming on hook, i would change it with a camera flick as hag traps just to add a bit of disorientation. Perma-oblivious feels too much, i would add some cool down (i think it is ok as it is now tho).
I also think that is not bad to have a killer with clear disadvantages. Its like playing Wes in Don't Starve, you know it's gonna be unfair but feels more rewarding after winning.
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It is a bad design. The game is about hiding from the killer and running away. This game is not a fighting game, you are not supposed to avoid hits and be rewarded.
People spinning like beyblades is already enough comedy for a horror game. Is not too immersive when people come to the killer as if it wasn't a threat.
I think you want to be rewarded for avoid the hit because the punishment for the killer is already there. If you run after someone in a straight line and press M1 while the survivor continues running forward, the amount of time you lose is not only the 2 seconds of cool down but the amount of time you need to waste recovering the distance you lost in cool down.
Things the killer is punished for missing:
- ~2 secs unable to hit or use its power.
- ~2 secs slow movement speed, almost no speed to be honest.
- ~10 secs of distance.
- Structure reset if the survivor gets to other loop. 3 vaults and maybe a pallet.
- Some perks makes the killer lose stacks after pressing M1, so another punishment here.
- Maybe the survivor can break chase and you would lose blood hunt.
It is already more punished than other mechanics much more important to the game, like mindgames which are more difficult to achieve and buy you just a couple extra seconds.
It is almost like forcing a pallet break but without having to waste a resource. Do you want that? More down time than a pallet break? It doesn't make any sense that you could get almost the same amount of value just for being able to avoid a hit. Pallets and windows are the things used by design to buy survivors extra time.
As a personal experience when playing survivor :
- If the killer misses an attack in a window i get a free pass to another loop. Usually the killer stops chasing me in that moment.
- If the killer misses an attack while looping around somethin i usually get an extra loop.
- If the killer misses an attack in open field while i am running (he missed by mistake) i get to a structure or 10 secs more if i am in a dead zone.
- If the killer misses an attack in open field while i am spinnin around (The killer did not missed by mistake but because of me)... I am going to get hit there. Only a few times when there is a window or a drop near enough i can get away by avoiding the hit.
I see the same when playing killer. Avoiding a hit is just a last resource that buy your team (not you as a single survivor) extra time.
@SimplyNotFun said:
https://forum.deadbydaylight.com/en/discussion/comment/1683936#Comment_1683936
Then neither should killers because they’re human too. Think about things before you say them 😉 also that would make it quite difficult to run the killer. It would make it So much easier than it already is for the killer to do his job. Ridiculous statement when the topic of this post is talking about penalizing those who make mistakes. Not changing things players have no control over and will inevitably effect them every game. 🤦🏽 It’s absolutely an acceptable thing to raise question about penalizing the killer if he misses during the chase. You’re granted many different ways of one hit downing a survivor, OP ad ons, moris... therefore the value of a hit goes up. It should matter if you hit or miss during a chase.
I don't know how anyone can consider demogorgon human to be honest, you should apply to yourself the "Think about things before you say them😉" first. Also their habilities shows without any doubt that they are not human at all. Reading the lore also lets you to the same conclusion, most of them are modified by the entity.
Nice click bait.
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@MasterGrit said:
https://forum.deadbydaylight.com/en/discussion/comment/1645776#Comment_1645776
Are you sure that's not the red addon?
It wasn't the addon. It could be that haunted grounds had some weird interaction.
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I had a match just now, and i could apply haunted grounds, so ... I think i can apply sloppy butcher too. I'm still not sure :S
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If I am the killer, I just ignore what they could be pointing at (except in certain situation like a player trolling, or if it is pointing near a bugged spot).
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@Marc_go_solo said:
https://forum.deadbydaylight.com/en/discussion/comment/1605249#Comment_1605249
It could work on the hot-heads certainly, but for those who move on it would more likely spread that sort of behaviour.
The ideas for mechanic changes and putting restrictions on chats after the round are sound idèas though. Have you placed the ideas to BHVR?
These ideas are not that original. If they are not solving the problem it's because they don't consider this situation to be a problem or that the problem is not clearly defined to be solved. Anyone working in a problem-solving job knows that depending on how you define the problem, the solution will emerge with different grades of difficulty and complexity. And in our case, it's a social problem hard to define.
The company is benefited if they work towards a healthy community and it's not that hard to reach into that conclusion. They are just taking some safe approaches. Like the streamer program (supporting streamers with their conditions) that could change the community into a better one if they select the streamers carefully.
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There are multiple solutions. All of the based on discouraging players from the undesired behaviour.
With some mechanics changes you can discourage people from spamming flashlight or crouching in game, imagine being affected by a slow after spamming these actions.
Also postgame chat could be parsed with a bad words matcher to filter abusers after a match so they have longer qeues with people like them. Shadowbans are the best bans.
But the main problem here is that there is no clear toxic behaviour. There are a lot of people that defend spamming as legit normal play, or that teasing in postgame chat is not abuse besides the clear intention of specific comments.
The best solution at the end is just ruin a match for all the players without breaking BHVR rules, this will tease them enough to say really bad things in post game chat and with a bit of luck will be covered by some rule BHVR has, so it will end in a punishment for the desired player.
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"soontm"
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Gotta catch 'em all!
It would be cool to have some sort of collection of things, so veteran players could have another secondary objective. Making it easy to iterate over it, would mean a big collection to work towards.
Now I want a menu with a collection of sticks.
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No one have said this:
Buy a new copy of the game
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@RossTheBoss said:
https://forum.deadbydaylight.com/en/discussion/comment/1593730#Comment_1593730
Well you just pointed out the issue. Why is rank represented by playtime rather than skill? I would wager the killer grievances would be alleviated a bit in regards to swf if matchmaking actually was more representing of one's skill rather than playtime. It doesnt need to be strictly skill, becuase that would be hard to quantify and implement, however, it does appear they need to perhaps incorporate skill more so in ranking and matchmaking.
Rank kind of represents skill, but as it does so badly it was modified so the matchmaking could be better. Also there is no display of the matchmaking numbers the system uses, so it's difficult to say it's working badly from an objective stand point because we don't have the data.
Also Devs have said that this is a problem they are working on and that it could be soon but needs more testing. Just wait for it, devs are working on it.
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Rank is not related to skill, is just a representation of the frequency a player plays a certain role with the entity expectations. You can depip winning (achieving your win condition), that says a lot.
This just means that the people you are matched with, plays more often than you. But that doesn't mean that they are neccessary better players than you.
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It would be easier just give an extra time to change perks to the killer after the count down starts for survivors. If you have a clear counter you will pick it fast enough, so an extra 10 seconds to pick counters would be neat.
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I think this is not needed.
I find several problems:
First, there is no real advantage, it just resets the egc phase which could lead to an unnecessary wait I don't want it as a killer tbh. If the team stomped me, the last one (probably the boldest and most toxic player), will stay to start a chase i am not going to win (with the addition of reduced speed), to end in the hatch. If I get to the hatch first, he could open the gate because he has extra time with my reduced speed. What a torture for the killer! Is this suppose to be an extra opportunity for them? Just imagine the walking simulator it would be for killers like our favorite witch...
Second, if the survivor knows the location of the hatch even just which side of the map, it would be too much advantage. Survivors and killers have almost the same movement speed, the difference is not enough to compensate the lack of information of the killer.
Third, it is named reversed hatch but the mechanic is exactly the same as the survivor one. It feels like another hatch. It could even save last survivor in certain situations. One survivor is hooked far away from the gates but near the hatch (pretty well hidden), the other 3 escape, last survivor unhooks (with perk or pure luck), runs to the hatch which is discovered thanks to the notification info, free oportunity of escape and easier than normal hatch.
Forth, synced escape meta. To avoid this phase, survivors can escape at the same time and problem solved. This would only give an extra tool for SWF to be extra annoying if they like and extra frustration in random lobbies (the last one assuming this mechanic would work).
I think it is possible to create a mechanic for killers to make a kill easier if all the survivors are about to escape. But let's be honest, as killer you don't need or want to secure your first kill, at most you would want the last one, enough for a tie or an entire team kill.
Also the reverse of the hatch mechanic would be an instant win option that props with certain requirements that show you did enough to get a chance. That would mean for example: kill 4 survivors in one go if you have hooked everyone 2 times and the last gen is finished, if you get to hook one, the rest are killed by the entity. This doesn't make sense for killer side as much as survivor side, because in survivors it was though as a tool for solo survivors to compensate for a bad team composition.
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That would destroy half of the challenge of playing huntress though
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I do that kind of things. When the game is not fun enough you have to spice it up. I usually put random criteria to let them leave, like hiding in the correct locker, vault an specific window, repair an specific generator... Even rolling a dice on my desk or the item they get from a chest.
Weird games are fun for survivors because no one expect them and it's more rare than the giving hatch thing.
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No it isn't. There are a lot of things you can ignore as survivor like sound hints and still be pretty decent. Also survivors can play relying on reacting the killer while the killer has to play more mind games. It's less reacting and more predicting.
The thing that confuses the difficulty for both roles is the learning process, it's easier to pick a killer than pick survivor at first. But later on both sides change position. On high levels of play killer is much tough to step into. The point when you have to start doing mind games all the time is when everythin changes.
If you ask players that play both at the same level, they will tell you that survivor is easier. Killers have to play very hard to get a good match. On the other hand you can play survivor with no perks, no items and listening to music... and you will get a normal match outcome: a gen done, a couple of loops and escape.
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The concept is broken but I think the idea is interesting. Maybe a side objective to clean status effects or reuse broken pallets for this purpose could be nice.
The thing is that the game would be unbalanced without giving killers an extra resource to keep up with survivors.
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From a gameplay perspective it could be interesting to have new mechanics to interact with. Not every character from creepy pastas is going to fit the game atmosphere tho.
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/1322674#Comment_1322674
The killer could have realized this survivor is good and chase someone else. The whole forum post could've been avoided if they did that.
If the killer does not hit you, you can body block him to stop his chase and he will be forced to hit you. You will get awarded with audacity if you do this too.
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@devilboy1234603 said:
https://forum.deadbydaylight.com/en/discussion/comment/1323277#Comment_1323277
Strong loops, yes, windows aren’t really that much, but like you mentioned, it’s strong when all survivors know everything, which many don’t know. Like Ik where they can spawn, but it goes back to my point, semi hidden, you dont know until yah get there, which is the same as lerys, but you have other options other than just pallets
Every single map requires the player to know its layout. Running around on a map first time will get you dead as a survivor and lost as a killer.
Windows are strong in that map because they are next to each other, you can chain a double window structure with the freezer room. That's a lot of vaults and oportunities to hide and break the chase (it's easier on indoors maps in my experience). From my personal experience, if the killer commit to chase you there, that player will lose the game. It's about 2/3 gens per down just from vaulting and running to a near pallet after being hit.
Also checking a bit your surroundings is easier because the map is smaller, so you can have a look before start working on a generator to have an escape route. On a corn map is harder to check for example if the nearest structure to your generator has a pallet or is already broken, structures are almost same size but with a lot more space between them.
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I can't agree with OP because the whole point of multiplayer games is being fun. If you have something that is not fun or affects the fun of other parts of the game, as a designer you have to take it into account for change it.
Also a gameplay element doesn't need to be strong to be unfun to play against. It's the developer job to look after this kind of things players complain about. The devs have the neutral point of view, it is not about follow the community instructions but listen to the complains and think wich are legit. They have objective data to reason each decision they take.
If 50% of the player base doesn't like a certain mechanic, maybe is not a mechanic suited for the game. Doesn't mean that it has to be an unfun mechanic but it has to be cohesive with the rest of the game. That's the reason some players get bored of certain mechanics without being bored with the game. If you have mechanics that aren't cohesive with the rest of the game, you can have a situation where some players like the core of the game but aren't happy with some updates. It can be ok to have noncohesive mechanics but it's dangerous to use them every where because they are meant to add variety.
I agree that variety is a big problem of this game in a lot of areas.
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I think it's a unique map.
You have strong loops and windows.
I think the basic strategy for survivor is to run towards one of the strong corners of the map (the control room or the big fall). If you get there you can loop the killer a lot and chain structures to the windows that are near this corners in the bottom floor. When you exhaust all of this, your team would be opening the gates.
I think it's a strong map for survivors if all know the strong tiles and where they are. If you don't know anything about the map, as all indoors maps it would be a confusing map with each tile being almost the same to the others.
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I think it's a unique map.
You have strong loops and windows.
I think the basic strategy for survivor is to run towards one of the strong corners of the map (the control room or the big fall). If you get there you can loop the killer a lot and chain structures to the windows that are near this corners in the bottom floor. When you exhaust all of this, your team would be opening the gates.
I think it's a strong map for survivors if all know the strong tiles and where they are. If you don't know anything about the map, as all indoors maps it would be a confusing map with each tile being almost the same to the others.
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I think that the thing people hate is the frequence that killer is going to appear in their games. When a new killer is released you can have 5+ matches in a row against the new killer. This can make people sick of certain new killers, especially if it's difficult to deal with or it's too strong.
People don't want to leave their comfort zone and that is normal tho.
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I do it from time to time. I queue to have one more match and I'm in my burnout limit, while in the match something unfun happens and I stop playing. Sometimes is leaving the PC sometimes is just alt+tab and surfing the internet.
The game still go on without a killer playing, nothing much changes, just a bit more of m1.
It's pretty uncommon to face an afk killer as a survivor tho.
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@MrCookie said:
https://forum.deadbydaylight.com/en/discussion/comment/1322723#Comment_1322723
I guess once the see that they can't win or feel like cheating they just turn it on and it just becomes consistent lag. So no real need to create random spikes if you can just keep it.
With constant high latency I think the only thing could happen is seeing them hooked a while after the animation. All the actions are delayed in the same amount as the latency they have. So you can still hook them before they struggle out because the struggle has to be checked by the server too.
I think this problem you had is not related to network problems, but it could be related to some code that trust the client instead of the server. This weird things happen when you trust the client data instead of servers.
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@MrCookie said:
https://forum.deadbydaylight.com/en/discussion/comment/1322704#Comment_1322704
How is "increases your latency" not a part of lagswitching? It's the same and can be done either with turning on VPN or probably something else. As to why this affects killer interaction we both can't know for sure and just speculating. That is why I am trying to get some answers.
Because with VPN the increase is permanent and constant through all game. Lagswitching if I understand what it is (that's the thing i'm not sure about) just increase and decrease the latency at random to create an unstable connection.
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@MrCookie said:
https://forum.deadbydaylight.com/en/discussion/comment/1322408#Comment_1322408
I am very glad that you have a lot networking experience but it is not GAME related. And I am calling for @Peanits not because he is supposed to know everything but because he can ask within the dev team.
If it were impossible to lagswitch we wouldn't have any problems with VPN Killers right? Wrong. Survivors suffer from VPN killers the same way killers can suffer from lagswitching survivors.
And look at my previous message as to why it is not a bug.
I haven't work with network that much but I think VPN and lagswitching are not the same kind of problem. VPN increases your latency so it increases certain effects like position perspective and interpolation errors while predicting your actions in the other clients.
Lagswitching should be more like lag spikes that could cause weird changes of behaviour due to big errors while predicting the actions, but it shouldn't affect nothing while being carried to a hook.
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/1321832#Comment_1321832
Or maybe the killer shouldn't chase the same survivor for the entire match
You can go for protection hits in this kind of scenarios. If you do not is not the killer fault.
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I agree that prestige doesn't make sense right now because you can prestige a character that you don't use. Seeing a first game clown with presige 3 is not impossible.
The bloodweb and the progression system should be decoupled. Blood web is for items, offerings and consumables in general.
The progression system should be something related to what are you playing with. It should be more difficult than just farm 1.6M bloodpoints however you want.
Maybe "feed" your killer with the same amount of blood you get as blood points earnt and when you hit certain amounts, you have some kind of challenges to keep the feeding.
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I would use them as a reward for the killer after a good match. If you have killed 2 survivors you enable your ability to kill a survivor that has been hooked 2 times.
Also i would change the offering so it only let you kill a survivor if there is no hook near enough of you.
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@Aven_Fallen said:
Crows are actually a good indicator to find people. As Killer, if you are looking out for Crows, you can see Survivors where you dont have any Line of Sight to them. It also gives information if a Crow just landed near you - this means, a Survivor was at this spot not long ago.
Sadly Crows are something which is in the game since the Beginning, but I feel that this is a mechanic the Devs did not do that much with. It is also quite unique, yet I think that nowadays players dont really care for Crows anymore.
Regarding Calm Spirit, for me, this is a Perk I would never run. Like I said, most players (aka Killers) dont care about Crows. And it only really helps against Doctor, but eh. It also gets you killed faster on the Hook.
I think it's a mechanic that requires the player to learn Crows spots... and there are a lot of them. That's probably the reason why people don't bother using them and the fact that spotting survivors is not that hard. Also you have to be near the crow spot to check, it's not like whispers that works through walls.
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It's a common disrespect in videogames. Some people argue that it's a psychological game but reality is that if you can disrespect your opponent, you are skilled enough to don't need on the mood of the other player to win.
Also this game makes things feel weird because the player that is disrespecting you, can't know who is better player, because both are playing on different roles.
It's just people trying to humiliate. It's bad manners.
Some othe people like Frankie argue that is only a character crouching.
@Frankie said:
I think if you're offended by a person hitting the crouch button repeatedly, the issue is you, and not the player. Legit, harden up, ya big softie.
I think if you know the meaning behind a behavior it's not just what's happening but the messages the other player is sending you. To oversimplify the fact that crouching is a method of communication is like saying that feeling offended by someone who says insults is just a person making sounds with their mouths.
This is just a way to justify the offender. Saying that the issue is part of the offended doesn't makes sense. It's as simple as substitute both players with different ones:
If you change the offended by other player, chances are this new player will be offended too (not in the same way because this player migh be not so "softie")
If you change the offender by other player that doesn't go crouch spamming, chances are the offended will be not offended anymore.
There is another thing that hasn't been pointed out yet and is the fact that survivors that tbag are used to waste your time, a thing that you can't ignore. You have to choose between paying them attention or wait the EGC timer. This survivors will be tbagging at the gate and creating notification sounds if there is a vault near the gate. This is not considered game hostage so you have to deal with it.
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Today I have faced 4 survivors with flashlights that blind me in less than a second. Couldn't do anything. After the match the only tip I got was "you have to accept the flashlight existence".
I came to the forum, read the post title, laugh and qeue as survivor to have some relaxing games looping big boys.
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It depends on your connection. I've tested it and I don't feel that preference exists for neither side.
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1263772#Comment_1263772
https://us.v-cdn.net/6030815/uploads/173/8X32RZDXLU48.png
sorry what
https://us.v-cdn.net/6030815/uploads/536/UNMD58GU2VK0.png
also, you're saying that hitting air makes a killer playable? what are shooter games who use normal hitboxes, impossible to play?
Not that hard to see if you check how characters behave ingame.
This is not a shooter.
I'm ok if they move the center of the pill to don't have to aim to the invisible pill. But that would remove 360's and people love that over being hit by hatchets.
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There are more spots when you can be trapped by the killer. In hawkins upper floor on the generator room for example.
I think it's fun to make some spots dead ends.
This is not gonna be fixed because it's intended. There are a lot of hide spots where you can be blocked from escape. Some killers can use this to get a free down, like chainsaw users, plague, myers etc. It's a high risk/ high reward spot for sneaky players.
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1262417#Comment_1262417
Repeat thet part where you said latency after this:
It hits because the survivor is still landing in a valid position. She just rotated. If she were facing the other side it would cleary be seen as a hit.
This is intended behaviour, if not you could avoid every shot just by rotating, easily. This would make huntress extremely hard to play.
It had been already discussed that the dev team is working to make things equal visually on both end points.
To the title post, pills are proper hitboxes. Any other hit box would break more than it would solve, accurate hitboxes make sense when different body parts have different effects when being hit. In our case it does not. Also to prevent survivor totems some collision boxes have to be spherical at least, pills are ideal. They make a standar too so it's easy to design maps and mechanics.
I think anyone can understand why pills are the most effective solution if they watch the Q&A Peanits posted. It's clearly explained there.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1258964#Comment_1258964
No. All survivors hate being tunneled. Skilled and ######### survivors alike. They complain equally.
I enjoy being tunneled, I play this game because chasing and be chased is fun. There are more people like me out there running in the fog, I've played with some of them.
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Rank from low ranks is easy (if you have the skill to rank up).
Start of the match, go to a gen, do it until someone is hooked. If you see that your teammates last enough in chase, complete that gen if not stop doing that gen and go for the killer attention.
When you have the killer attention you just have to make a long chase. Try to break the chase as many times as possible to avoid bloodlust.
It doesn't even matter if you die. It's difficult to depip as a survivor.
An iridescent audacity is not hard to get, and if you get that you will have 2 gold emblems more for objectives and survival, thats 10 points, easy pip to green ranks. If you manage to get some altruism it would be even easier.
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@StutteringSpartan said:
https://forum.deadbydaylight.com/en/discussion/comment/1258920#Comment_1258920
That’s a little different dude, we all get confused on who we’ve hooked at some point especially if all are injured or they’re all healed quickly
A machine can't differentiate between intentional and unintentional tunneling so your simple solution have to take that into account. With your sistem I would be deranked and happy to stomp survivors that are not prepared enough to deal with me, then I would rank up anyways and the story would start again.
Also there are some justified intentional tunnel, let's say you check a locker for hatchets as huntress and you eat a DS, you have a free hook there. Is there any logical reason to don't hook that person? No it is not.
A curious thing i have realised after playing killer a lot is that survivors only complain about tunneling when that tunneling leads to their death. When I have tunneled survivors that make almost no mistakes, they are never mad about it, even I have found some that press [2 key] after being unhooked to start another chase. I think only low skilled survivors complain about this and it's related to losing and not the tunneling as it is.
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Because I don't want to keep track of everyone hooks.
The other day for example i had 2 megs in my game that both have the same outfit but different shirt colour. They expect me to differentiate between them, but i couldn't... so the hooked one got "tunneled". Both were injured and running away from me so the only thing i could see was the same black jacket... because I can't see their shirts if they run away from my camera!
Another situation that happens often is that I don't remember who I hooked, or the order in which I hooked the survivors when multiple are down at the same time.
Another thing is that you are not encouraged that much to avoid tunneling, you get the same rank points and BT and DS can be avoided just counting to the effect duration.
I think that is not that bad. I enjoy being tunneled as a survivor because you spend more time in chase (the only really interactive thing in this game) and less time pressing m1 (I don't know if anyone plays this game to enjoy skill checks).
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No iri hatchets nerf listed, interesting
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Tunneling comes from tunnel vision effect. Long story short, focusing on one thing without caring about the rest. In the game context, focusing one single survivor without caring about other survivors, generators progress, totems, etc.
It's overused so you can see people putting this tag to any situation with a killer chasing someone a long time. I think the general definition here on the forum refers to a killers only chasing one player until is dead. So after unhooks the focus will be centered around de unhooked and not the rescuer despite any BT or DS effects that discourages that strategy.
Qeue time is a recurrent problem of Dead by Daylight, don't be surprised.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1254081#Comment_1254081
'Infinite' is a bit strong in relation to using windows in chases.
I meant by infinite that you have unlimited uses during an entire match. A chase only slows down the rate at which you can use it, but don't completely deny the resource.
The same window can be used multiple times by a single survivor in a chase, it can be used again on the next chases and if any survivor uses the window the rest of the survivor team can use it.
To be completely exhausted, a window has to be vaulted 3 times per survivor in a short amount of time. From the team perspective it's a infinite resource, the survivor team will never run out of windows, you have infinite uses for your team. The 3 vaults is not even a hard restriction because it only starts a cool down.
I usually run from one windowed structure to another and then come back to the first structure (it's pretty easy in suffocation pit), and I've never run out of windows... the best part is that my teammates can use them too without me having to be careful about using them or not.
Also another thing is that windows have more uses than only vaulting, you can use a flashlight through them, you can do this even when it's blocked by the entity, so it's partially blocked in my opinion.
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Survivors:
- Don't try to piss the killer off. No animation/notification spam of any kind.
- Don't rub the victory on the killer. Waiting at the exit gates to escape just before the killer arrives.
Killers:
I expect bad things from the bad guy. It's great if they try to interact instead of camping or focusing one survivor only. But they are the bad guys, it's obvious they are not going to be nice.
