Redbeard_Steel
Redbeard_Steel
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@TragicSolitude said:
I understand maze creators not wanting the HRV to completely negate their work. Some people enjoy mazes. (Me, I've learned if I don't want to spend 30+ minutes wandering lost, then I should just hug the wall because then at some point I have to arrive at the GenMat. Mazes without some sort of hint/puzzle are not my thing.)
The game needs a tagging system so Builders who create mazes or any type of multi-path layout can tag their bases as such and people who want to play on them can and people who don't want to can avoid them.
I can't even begin to understand why this isn't fixed yet.
Was killing HRV a big issue during the beta?
I never ran into this in the Beta, but it's possible I just missed it I suppose? It came on like a wave for me a few days ago. Saw it once, then next day it was just every other base.
Someone else suggested a button that respawns HRV, I agree that's likely the easiest fix all around.
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Personally I settle for 2 kills. 3 would be ideal, but 2 is good for me. More than that is just gravy, and while I'll never turn down 7 kills from a raider, none of my bases are so good that you should die that many times anymore. Get lost in them? Sure, but dying that many times shouldn't happen unless you're very new.
As for the kill box map builders, I'll try em a few times, sometimes if I get real close I'll try again a few more, but generally 3 deaths to bad builds and I'm out, block the person so I never see their maps again, and move on. That person will either fix their crap or eventually just never have anyone raiding their bases.
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So if you get to Prestige 10, you can reactivate it once, but that's it. After that it's Mastered and can only be put in Social.
On the other hand, if I'm misunderstanding and you're saying you haven't reactivated it after hitting Prestige 10 yet and it won't let you but isn't giving you an reason as to why, that may be a bug.
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@RaidenHusky said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/372718/bhvr-portal-dlc
I mentioned this last week to, it would be AMAZING if they got the licence for that!
Apologies! It was brought up in a stream I was watching and the more I thought about it the more it just sounded amazing. Imagining stepping through a portal into an active crossbolt trap, or having a portal open up behind me to activate a flame thrower would be hilarious and ridiculous. I didn't see a recent post about it (granted I haven't been on the forum much the past few weeks) and while I'm sure others thought about it before me, I'm just SUUUPER hopeful this could be a thing, if any company could pull off a weird licensing, it'd be BHVR.
They may miss a lot of things, but EZ money has rarely been one. :D
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@Ghorhammer said:
I have only come across one level I can't beat by just taking my time. A level 10 Outpost, this guy built a large cage with only a single block entrance, and the entirety of the inside of the structure is just Plasma turrets.
That's it, nothing else, just Plasma turrets. Dozens of them. You can see 35 of them from the door, and I'm sure there's more than that.
And he's got it set up that you can't access the genmat or any of the tombs directly, and there's nothing you can use to block the shots from the turrets, and the shield only protects you for so long.
There are definitely people out there who are, in my opinion, going against the intent of the game and just aiming for cheese, but most of the time, if you take your time, you can beat those levels anyway.
I'm pretty sure I've played this one (or something similar). Long narrow hallway of corrosive cubes, into a giant open room with 51 Sentinel eyes for walls, ceiling, and floors, and extended sight, all of which have AoE. Honestly, if not for the AoE, I wouldn't mind these because it'd be fun to try and dodge them all, even if I die a bunch, but when all it takes is 3 of those AoEs to block off half of the room, when the others go off, you're dead.
I still think this wouldn't be so bad if the AoE was 1) smaller (cause 2 radius is crazy big) or 2) if they actually did damage to anything but the raider, as it doesn't affect any other trap.
I agree with people though, once you find out a base is one of these, just leave and block the person. Staying there to give them free kills just gives them the impression they're doing a good job and isn't helping the game as a whole.
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@MiniWall said:
We've yet to see any impossible map outside of bug and glitch.
I repeat, we've yet to see any impossible map....so why? why do you guys want to force people to clear their own map? is that some childish attempts to get back at them for killing you? I do not understand.
Using the HVR as a way to free the constraint of clearing the maps and number or placement of guard and traps is the MAIN improvement of this game over the gender.
Enforcing clearing base is just a lazy way for devs around balancing content. And in other game, let's say, the mighty quest for epic loot for instance, when it was done, meta got even worse and a lot more of copy-pasted outpost were seen.
The game is already heavily in favours of raiders. As a builder, you can not progress in game, only barely sustaining your own bases, and that's only if you get high raid attempts or kda... Asking for builder to have less fun with their build by forcing them to clear them is just wrong.
As a builder you're already forced to raid to prestige your outpost or even buy them, and by raiding I do not mean regular raid, I mean subpar experience of raiding while looking for forsaken ruins. Let me be clear, we do not mind raiding, we will raid in order to see what's done outside our own works, and in some case we may even want to take a break from building. Being forced to raid 2h with a subpar harder challenge (forsaken ruins) just to continue building? THAT right here is something not fun, heck, I wish my only issues were about seeing one or two bases I don't like while playing....
I do still understand we need way to push people away from building so other builder can get more raid attempts...and I don't have a solution for that.
Back to the main point, the issue is not about difficulty of base, if you can't clear one, its a player skill issue period.
The issue is about people not enjoying the "average" brutal base, w/e that mean for you. I think brutal should be an hardcore challenge, and not a way to speed run progress, that should be the dangerous difficulty but that's another debate.
Asking for a clear from builder will never be the solution to that.
What need to be done is anti-maze feature, anti-auto HVR kill feature and balancing the game around one fact:
A trap/guard that you notice earlier should never be more deadly than one you did not see. This will probably be the case when we get some weapons that could penetrate more mobs, let's call it javelin for instance...
1: We have nothing for statistics, so we can't genuinely say there are no maps that couldn't be cleared. That's just based on the (seemingly) 2 dozen people who actually post on this forum. And no one has claimed to only see "1 or 2" cheese maps, if I saw that few I wouldn't give a crap about them.
2: The issue isn't that bases are "impossible" to beat, it's that people make a base that uses so much spam it requires luck, not skill, to clear. There's a reason the same type of base showed up over and over, because it was effective with little work to be had and skill had a minimal affect. 30+ enemies shooting at you in an open room with differencing delayed shots and AoE attacks that only need to hit you once and all of them exploding on death made it so that unless you're the top 1% of players, you're not gonna live more than 30 seconds. If all maps are going to be based around being the top players, it'll be dead before winter hits as you can't convince a new person to the game that they can either do maps that are basically walks in the park, or they can die 10 times in the first 10 steps into the room.
While I do agree building should give more progression towards leveling, the difference between building a base once (or just constantly adding little bits to it) and then waiting for people to give you progress does not compare to constantly having to try to work your way through a new base every time you play. I had 5 bases, 3 of which were Brutal and 2 dangerous. 1 brutal had over 200+ kills, 1 dangerous ended with over 70 kills (I think it was 73, was a small base, 1,000 build capacity, did terrible starting out) and the other 3 bases all had over 100 kills. I had to repay for a base that didn't prestige once (the low kill base) in the week. I put nowhere near as many hours into those as I did raiding, and still came out with only 1 reroll in the week. Didn't have to run any spam BS builds, so the argument of "this type of map is needed to get kills" only works if your designs are actually that bad, in which case, you should probably do some raiding to get ideas for good builds. That was the whole POINT of making you raid to start with, so you got an idea of what did/didn't work. Player like you're wearing a tinfoil hat and avoiding alien probes is a perfectly reasonable, albeit a little funny, strategy. If you want to solely build, that's fine, but it's just like DbD in that case. If you only play Killer or Survivor and never do the other, you'll never fully comprehend the other side. You don't need to do it all the time by any means, but you're not doing yourself any favors by ignoring it.
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As to the original point of my post, Clownkrieger actually pointed out something I hadn't realized when I originally made it. I had thought people had an issue with having to run their own base in test mode, which was so easy it's laughable, however he stated others were asking for an entirely different test mode where the builders become just a regular raider and have to complete it themselves.
This wasn't my understanding of the situation, so I'm an idiot on this point, and I can understand builders not wanting this as a requirement now, as there are people who can be incredibly creative in building but not up to par for the raiding part. (this is excluding people who just make spam maps, if you're that type of person, I loathe your existence lol).
If a mod could delete or lock this post, as it's basis was a misunderstanding on my part (and I can't find how to delete it), I would appreciate it.
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"Also the core idear of the game is still to make a outpost to protect your genmat not make fun levels"
By this same logic, if all levels are just made with this reasoning of "as many kills as possible, screw anyone else's fun", why would anyone want to raid bases? Just to die 30 times to the same copy/paste spam map? If that's what all the bases become, people would just go play a different game.
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Harvester explodes when near the Raider and respawns at the Outpost Entrense +0% Income
Traps Activate when beeng destroyed +0% Income
Traps will explode when destroyed +10% Income
- Building Blocks Have 0 Building Cost but are limited to 1000 -10% Income
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So this first one removes the harvester as an assistant to the raider in maze maps, because 1x1 hallways are usually trapped so that (intentionally or not) they kill the harvester anyhow. Making it so that trying to stick near to the Harvester so you know where you're going will kill you is a bit much without any downside (as not getting bonus income really doesn't matter if you're getting extra kills via Harvester trap, then take into account the time raider spends trying to figure out the maze itself AND having to constantly watch for the Harvester coming up behind them, assuming they're on the right path, that's a lot of bonus for no negative).
Traps activating when getting destroyed, so you mean the trap still goes off even if it's broken? Like I destroy an impaler trap, but still get impaled anyhow? Raiders would either quit playing that map as soon as they found it out, or shields would become mandatory to play as a raider. Either way, it's another free buff to builds without any consequence as it's guaranteed to get more kills and would just force raiders into a certain playstyle, furthering the cheese raiders/map cycle.
Traps exploding when being destroyed is already a mod for a few (Impaler is only one I remember for sure), and generally the only time I saw it being used was on the second wave of maps that are extremely long corridors (sometimes with acid cube ceilings dropping guards from above) and every other inch of the hallway is trapped. Falls even further into the issue of "extra kills, no downside (especially if given extra income), and not only reduces trap costs by removing that mod as a necessity but gives a 3rd mod to all traps with no downside". Some people would use it in clever ways, but maps that are built that way would spike even harder.
Building blocks having a 0 cost/limit would be a great addition, although based on my own builds and ones I saw, 1,000 may is bit high as usually 6-7 hundred seemed like the general high end count among myself and people I know. (And giant room maps only need a few hundred blocks for the floor/walls/ceiling, so having more points for traps would just amplify the issue of these types of maps).
The others I think were fair however (especially the duo raiders bonus income, cause while one of them is likely to die more, with infinite respawns, if that person had gone in alone they would have died much more, so builders really lose out) and I loved the ideas, I think the ones I mentioned above just need a negative so that they wouldn't be abused as often.
As for optionally removing gear for bonus rewards to raiders, as long as it's not mandatory (as was pointed out, it would be easily cheesed if mandatory) this sounds awesome. It would effectively create a challenge mode for every map, and as long as the rewards are equivalent, while I might not be able to pull it off on each map, I'd be willing to try it on every map I go to for the rewards.
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@Entchenklein said:
To my knowledge you can already refill your outpost so if you dont reach the next prestiege level you can just pay some scrap to refill it and try again you dont even lose extra capacity or prestiege level you only have to pay scrap
Yea I had to do this once with one of my smaller maps. I made it as a "beginner" entry map, but it was a few exp short of actually prestige when it's time ran out, so I had to make the map a bit more difficult. (I don't think it was too much harder for a new person, but I got well over the needed amount after that, so maybe?)
@clownkrieger said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3349744#Comment_3349744
Yea i saw something about that in the interface but didnt really understand it (...), and all my outposts got enough points to actualy prestige so i never had to use it.
So its like just a refill of the genemat that you pay for without gaining prestigelevel and extra capacity? That opens up a whole lot of new questions and problems then though...
As long as the main priority of map leveling is kills, this is always going to be an issue. I get the idea behind the time limit is to keep people actively playing and not filling up a raiders map options with maps that haven't been looked at in 3+ months because the person quit, but beyond just extending the time limit to prestige, they still need to give more rewards for a builder's map beyond kill count, as that's only ever going to bring us back to the same issues.
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I had the same issue with parts. Was between 6-7k the last few days, and I just stockpiled grenades/shields because there was nothing else to use them on.
Haha, I hadn't seen that quote about making the levels wheelchair accessible before, cracked me up because, yea, that's absolutely true.
I love the idea of tombs being moveable, though I'd love a negative repercussion if the builder has covered them to be inaccessible (or made it so all the mats from them fall into corrosive blocks). Really irritating.
Regarding signage for pointing out tombs, there seemed to be a community theme of "follow the blue zipper paint to tombs". Granted, this wasn't universal, and it's not set in stone by the system, but I saw this happening quite a bit.
I love both your trap inclusion ideas, non-lethal traps set up to mislead people alone would mess me up as I like to play paranoid usually. Personally, I feel like we shouldn't be able to tell which traps are which until they activate, as quite a few times if a Impaler wasn't directly in my way, I wouldn't even worry about it. I guess if it didn't activate at a distance, it'd still be the same issue though.
Agreed on Pillars too, I'd love to see the artistic maps people could build with more basic building blocks. A lot of maps were really neat looking, but it was clear they would have done more with more options.
Bit confused on what you mean by an arrow shaped light?
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I like the idea of doors, especially doggy doors, but how do you ensure people don't just hardlock the doors at that point so that raiders can't progress? Switches/levers can be put anywhere, so putting them behind the locked door would be easy and as long as Harvester can get through, it wouldn't deny the build.
I suppose that's true of doors in general though, if the harvester can't pass them, it won't let you continue, but if they don't hinder a harvester, then it's easily abused.
I suppose as long as the doors were set to open/lock before/after genmat is grabbed, it would be a great way to force raiders into new pathways and avoid the harvester issue too though.
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(Just assuming here) I would think that if you block certain builders, it also blocks them from going to your bases as well. So it's not a direct "I'm blocking a raider" but more "I'm blocking this person as a whole".
I could be totally off too though, just don't see a reason to block a raider since they can't complete a base more than once (without joining someone's raid who hasn't done your base yet).
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This is an awesome idea all around. I would want to add cosmetics based on the factions too (suit & base cosmetics). Granted I'm unsure how that would look for most, I'd love Manticore to be some sort of plant cosmetics (or even traps based on like, man eating plants, since they want to return nature but not humanity). It'd also be an easy, lore-friendly way to add in other color palettes that wouldn't make sense in this apocalypse otherwise.
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@chezpizza said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3348747#Comment_3348747
Assume $60, base game.
I was afraid of that being the case honestly. While I enjoy the game, and I'm willing to pay the full price, I know my friends I played with aren't willing to. I'm sure there will be more content at launch, but this is a pretty niche type of game.
I do hope they give us more info on what to look forward to soon though, there's just so much potential I'd love to get even minor hints.
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Ideally a price too. Nearly a month to launch, and maybe I missed it somehow, but no price listed anywhere.
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@Blinckx said:
For point 9 i mean after you have placed a certain number of the same asset type ( props, traps or paint ) you are not allowed to place a different one from another type unless you "free the memory" and i have no idea what does it mean
Huh...I never had that come up. Maybe a bug? I had a few different bugs, so I wouldn't be surprised. One where it would never remove the amount of "deaths" on a map, so for 2 of my maps I had to remember if it said 5 or 31, then no one had actually died on them (as those death numbers became permanent fixtures on those two map images). The other it'd tell me I was under the build limit by like 200, so I'd add some things, then next time I opened the map to edit it'd tell me I was overbuilt by 200.
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I felt good about my hours, but 90? I'm not jealous. Not at all... :D
1&2. So the point of the Chimera (if I understood it correctly) was to basically get enough Genetic Material (Genmat) to create a being capable of surviving on the planet after humanity fecked it over to how it is now in game (which is what the Chimera would be once completed. Though unless you're going to create an army of them, you'd think you'd want other Outposts to succeed to in order to propogate the race..). As the Advisor, you were created to take on the role of collecting this and defending your own Genmat. Leveling it up just simply gave resources, ideally there will be more reason in the launch cause, yea, it was pretty meh and while getting to level 29 was cool, it felt pointless quickly. (Honestly I think they made the game and background, then came up with the story to justify it after, but that's just my opinion).
3&4. Agreed.
5. If they get rid of the need to spam grappling hook to survive, I'd love if it had a cooldown instead. Not all maps were that bad by any means, but if it'd had a cd I wouldn't have been able to progress through some at all.
6&7. YES. I hated having to load into the map every time just to change the status/prestige (though when prestiging, you get more points for the build, so you may want to be loaded in). Having to go collect loot was only meh because I watched the recording of them raiding already, having to then go find all the places on the map and double check how they died was just a chore.
8. I'm hopeful on this too. I'd love to see more suit options especially as the way the Master perks read was like there would be more options, because the 2 we had didn't really have a reason to mix/match. More traps would be awesome, I'd personally love something like The Cleaners (from Labrynth movie, giant moving wall with spinning spikes on the front that covers the hallway (had 2 guys moving it from behind)
9. I think it's too early in the day or I'm too dumb to understand what you mean here unless you're talking about paint/props?
10. I kinda laughed at the piston one when I first saw it, because I thought all pistons were "on fire" automatically until I looked at the mods. I assume it was bugged, but it should be replaced, as taking away a melee option to destroy it only leaves you with one of your few shots (which depending on the map you may not be able to recover) or (more likely) just pushing people into running only shields. I didn't run into many people using the arm shield, but forcing it as a playstyle sounds bad.
I'd also really love to see a Social raid option that gave resources (that didn't have to be turned on separately), albeit greatly reduced rewards. Honestly unless you played with a lot of friends, it seemed more like a Streamer mode than anything.
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So would the builders be able to respawn & would they have full weapons/abilities/hardware (grapple)?
I think respawning would be a bit too much, as killing them just to immediately show back up at the Genmat, along with traps placed all over, would make it the most irritating mode ever and I doubt many people would play it after the initial week of it's debut. Now, just having one life (with full gear) would be a lot more interesting, but the rewards for the raider would have to be a lot higher, at least doubled.
I say doubled as the builder could place a bunch of blind spots where they could camp and you'd never have any indication they were even there until they killed you as, while traps have audio queues, a guy camping on top of a quarter wall wouldn't and if he's got the crossbow with upgraded round capacity, shield, and grenades, you'll be dead before you even hear 'em pretty frequently if he could just grapple anywhere. Combined with a spam map, if the rewards aren't high up there, no-one outside of hardcore masochists will keep playing the game mode and builder wait queues will be so bad you'd be lucky to get a match an hour. Now if the rewards are high enough, well, everyone has their price :D
Alternatively, creating a new type of guard that builders would take over with just 1 weapon/hardware (or some different variations) would be interesting too, although there would need to be a limit to how many can spawn in a map in that case, though I think it would still be fun.
Unfortunately, they'll have to figure out how to deal with speedrunners and cheesemaps first, otherwise this would be a god-awful game mode.
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So a couple questions; would the builder be able to respawn & would builder basically be an "evil" version of the raider with all gear/weapons available to them (including movement)?
I don't see how this would work well with respawning as an option, but without it, as long as the rewards to raiders was substantially higher (at least doubled) than normal it'd be a fun idea to try out. The reason I say the rewards would need to be doubled is, since you can die to one hit, all another raider needs to do is have the crossbow bolt with maxed rounds and a shield, then any long tunnel is a death trap (without traps being needed).
Add in a grenade, and you could be killed by the builder without having any indication you were even near them a dozen times. More often than not, I survived a trap due to audio queues, and against someone who could grapple into a nook that no trap could actually be placed in then just camp till you show up? You're not gonna hear that coming. Sounds very easily cheesable (especially if the map itself is also super spammy).
Hence the doubled rewards, because as long as the payoff is good enough, dying to a another raider a bunch would be worthwhile.
Maybe even create a special guard type that the builders can place and take over that has a single weapon and hardware? (these could have multiple spawns per level based on some factor even, like high cost or limited spawns).
All in all I think it's a fun idea, just implementing it before dealing with cheese issues would be very rough.
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I love this idea! It would be awesome to create my base around something like this (as 1 map I made I simply had no inspiration for with the size so it was just basic as he** and while everyone beat it, I doubt it was as entertaining as if I'd used some of these ideas as a theme)
I'd even go one step further and add in a modifier that gives bonus rewards based on an accolade type. In that case, I wouldn't even mind the "Only 3 Types of Traps Allowed +20% Income" because there were plenty of levels where that's all they had-Sentinel eye, Enforcers, and Corrosive blocks min/maxed to the extreme. (Granted I'm unsure how to implement this as well)
I'd love to see levels that were built purely for artistic or interesting reasons able to get more rewards.
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@chezpizza said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3345965#Comment_3345965
Ooo. A shock trap on the ceiling would be totally dope perhaps instead of killing the raider though the trap just stuns them for a second. I can already see that trap being abused.
Long as it's not an infinite use (or have a mod to increase the stun time) and like the impaler in that it's short range, it'd be annoying, but I could handle that.
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@clownkrieger said:
You could abandon outposts on the list to remove them and get a new one for that genemat/advisor, but no function to reroll the whole list. Also if you encountered such outposts you could block the builder, i guess that would have removed them as well?
@MiniWall said:
Yes you could abandon a map while on the commander center once you had exited the map.
Thank you both. It seemed so unlikely to not have that as an option, (had no idea about blocking builders either) I should have looked about more. Thank you again!
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@Viktoriusiii said:
I like the idea of making the grapplinghook a gadet as well. Basicially making it optional.
You can pack it or something else. And also can be upgraded. Pull-in speed, cooldown, type of hook (direct or physicsbased) could give a LOT of variation... especially as long as harvey is still around ^^ Since he garantuees you can complete every map without a hook.
As it is, those maps that are huge rooms with dozens of eyes and ranged enemies are ridiculous enough. Removing the grappling hook as an option would just make those levels unbeatable altogether. The only reason I was able to complete any of them was that I could quickly grapple around and shield, and even with that, death was guaranteed multiple times before you finally find a way to out-cheese them.
The grapple is also a really cool mechanic overall and makes the game stand out more, if they turn it into a limited/one use item, then they'd need to add more ammo or something in order to work around these types of maps (which were frequently made) and at that point the game becomes even less interesting, as all you're doing is shooting everything from one spot (especially since you couldn't replace your ammo that's on a sentinel eye 8 squares up, they would have to give more ammo or these levels would be unplayable).
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@noggieB said:
Too many edits in a short time can trigger "Waiting for your comment to be approved". 🤷
I like the ideas for weapons targetted to counter certain designs, but the one simple idea I heard that would counter all boring/repetitive/lazy designs is:
- For prestige, make accolades more important than kills
I suspect a 70:30 ratio would do it.
I like this idea, though then it becomes an issue of relying on player opinion vs player skill to prestige. I gave out Fun to a ton of bases, quite a few artistic too, however others I know rarely gave out any accolades unless the base was top tier, like, best of the best in every aspect. (Brother also refused to give out accolades to people who intentionally covered Tombs to make them unreachable or put caustic traps on/under them, but I support this one)
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@SleepingPilot said:
This is just a mental health PSA.
So, I just figured out what TTV in survivors names means (yeah, I know) and played against a team of twitch streamers a couple of nights ago.
The survivors all escaped but it was a fun match and all but one was on their last hook so I thought it would be fun to see the match from the survivor side. Big mistake. Twitch streamers are really mean.
The streamer posted the full night on his channel and they just were the worst. Apparently I deserve to be put on a "registry with sex offenders" because I ran tinkerer. I am a (bad word) because I am rank 1 (I didn't make that judgement call, I don't even know how to run loops, it isnt my fault the game says I'm rank 1).
They acted like everything successful I did was an example of my moral failings, and I didn't deserve any hits i got or hooks, but also that I was moron when I made mistakes.
They were running OoO, playing with perfect communication and stream 6.5 hours every night about.
Like why have that toxic attitude? It's like a pro football team smashing a bunch of high school players, calling them (bad words) for losing but when they fumble screaming at these kids that it isnt fair since they are wearing red jerseys.
So, don't watch past Twitch streams. Live in your head that the people you are playing with are kind and just having fun like you. Twitch streamers, I hope you are entertained.
Fyi- I play on console so no post game chat. I now see how that might be for the best. Oh, and yes they tbed but everyone does, I don't take that seriously.
I definitely think you're taking it a little far by assuming all streamers are awful people because of one instance. That's like assuming all Spirits are scumbags and all Claudettes enjoy ruining the game for everyone, it's ridiculous. Plenty of players are toxic without needing a streamer to tell them to be, that's been true for a looong time. I play on console as well and I've had plenty of people DM me complaining about what happened in game. Isn't putting all the blame on a certain set of people toxic in itself? -> "Twitch streamers, I hope you are entertained"
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2149713#Comment_2149713
Actually, about the pallet bug, you can choose when it happens. It's really consistent once you learn to swing at a certain time.
This isn't me disagreeing with the rest of the post, btw. The perk should still be disabled no matter what I say about what they do and don't ban for, and should only be reenabled once it's fixed properly imho.
I had no idea that was a thing you could actively try and do, I thought it was just a random thing. I mean, in that case if you're doing it consistently it should be a ban as well yea.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2120698#Comment_2120698
they don't ban for perks. add-ons and perks are two different things.
they also have been requested to ban for the pallet-no-stun-bug, however refuse to do that one too.
Pallet-no-stun-bug isn't something you actively have to choose to activate at the start of each game, nor is it something you're choosing to be a permanent issue each match. You can't even control when/if it will happen. Running Breakdown on the other hand, you're choosing to exploit a known bug and know it will work everytime, however choosing to exploit this bug isn't bannable. Personally I don't run it anyhow, but I do feel like it should be bannable. They have a News section when you log into the game each time, it wouldn't be hard to put a notice there saying "The Unbreakable perk is bugged at this time and actively choosing to use it is knowingly exploiting a bug and hence, a bannable offence.". Its a notice every player is forced to see at the loading screen. If the argument is made "Well, not everyone reads X things the company provides" then no exploits that they leave in could be bannable, as anyone could just claim "Oh, I didn't know about that wasn't allowed or was broken."