Avatar

unclevincent

unclevincent

About

Username
unclevincent
Joined
Visits
81
Last Active

Comments

  • Indeed, you are right. It's on the roadmap for end of Summer. Hopefully it works till then. Thanks for pointing that out!

  • The door was right in the corner. Why let it spawn where it can't be reached? Fix the game, devs. Less cosmetics - more quality!

  • @Just_Meh

    Dont they realize we don't care about them?

    Survivors need to be dodged if they are playing SWF.

    You don't deserve to play this game. 

    You're not serious, are you?^^

  • Yeah True handicaps himself because he wants to be a "nice killer". If he would actually play tactically, tunnel and camp in certain situations, then this would be sth different, but he doesnt do that and that makes him a worse killer than he could be.

    Your voice comm example would be the communication of a beginner SWF, which are definitely no problem.
    Just like in other comptitive games (csgo perfect example), you can use certain parts of the map to describe location very accurately and evne though the maps are not always 100% the same, this tactic works in DBD too.
    Maybe watch a few games of the depip squad and listen to their communication, then you will get a rough idea

    Take knockout for example, voice comms completely deny its effect^^

    @DeadByFlashlight
    Well you wanted to mention how streamers struggle with SWF groups. And btw, Tru3 does tunnel often enough and still he's got problems.

    My voice comm example is something that has happened to the depip squad in one form or another. I've watched their stuff and it actually proves my point about comms, you have to pay closer attention. Often times someone says one thing, while another doesn't blindly follow but observes himself and decides to act differently than told. If you watch closely, you'll also see what I have mentioned: they exchange information about where they are and what they do, but that doesn't hugely influence their actions because if the killer is not near them, they do generators. It's what good survivors know to do. If they didn't have comms, their games wouldn't go about THAT differently simply because there are 4 really good survivors in the match.

    I already said, a good survivor can usually still guess pretty well where the survivor is lying, no need for comms here. It happens often enough that someone's not so far away anyway to observe his teammate getting downed, knockout is not that strong of a perk.

    And I already said that it's not so valuable to know in which part of the map someone does something, it doesn't effect what good survivor would do anyway.

    I'm going to say it again: Voice comms definitely helps and helps to get the maximum out of the team play and can in certain situations -but not at all always- provide an unfair advantage (e.g. adrenaline play), but the main reason why killers struggle with a good SWF group is because each player usually is really good individually in a good SWF group. This is not an SWF problem. Having comms is helpful, but not necessarily game changing.

    Good players group up - and another idea: maybe grouped up people play more often because it's fun to play, they push each other, and that's how they get better. But again, not at all an SWF problem in the first instance.
    The DbD community has to stop crying about SWF and move on to ideas that acutally fix things.

  • @MhhBurgers what the f*** is your problem lol

  • @DeadByFlashlight
    No I'm not telling you to git gud, I assume that someone who has over 1500 posts in this forum is not just some casual player. What I'm saying is it just hasn't got anything to do with SWF but with the mechanics of how survivors can play out the killer. It's not coincidence the good people are found in teams, you already stated that good players like to team up and I agree. Happened to me a few times as well, I made friends with someone random who was really good and we had a lot of fun playing that match, and so we now play once in a while. Makes perfect sense.

    Well, there is more to skill than just pure time you spend in a game. Take noob3 vs tru3talent for example. Noob once said he had something like <1000 hours in the game, tru3 has double or triple as much. Noob3 has played the game not nearly as long and intensly as Tru3, but has the mechanics figured out way better. Even when I compare myself to Tru3, I can definitely say I'm just as good as him with having played only since November last year with maybe sth like 500 hours.
    So much to the argument that people struggle with SWF so much who basically breathe DBD. Just because you do something for a long time doesn't mean you are really good at it. Many people who stream I don't find particularly good, and those who I find good never cry as much about SWF. Tru3 does, like all the time.

    If you get an SWF team, take it as a challenge, and take the loss if you lose, or take the win if you win.

    What I said about the verbal communication is pretty realistic and good players are good, in a team or as randoms, and even with voice comms, every survivor has to carefully evaluate the information he gets from his teammates, and a good player will know he can not 100% trust a verbal info because things change so fast, comms can't keep up.

    Here's a short example of how voice comms help if you don't use brain:

    A: "He's chasing me"
    B: "Alright" hides instead of moving away"
    B: *gets hit

    B: "######### you said he was chasing you??"
    A: "He was until a second ago, I was about to tell you he left me"

    Get my point?

  • @Nerex7 said:

    @unclevincent said:
    Killer should earn more because he has the harder job.

    That's a funny comment, especially after mid-chapter.

    Why is it funny?^^ Even after the survivor nerfs it's still absolutely true.
    Btw I am quite certain that BBQ was introduced as anti-camping tool, but having more people play killer because it yields more bloodpoints is definitely a side effect that came with it.

    And for WGLF: have you tried playing without perks at all? Just for fun? If you are good, you won't really have a problem doing so - most games won't go that differently. And that's exactly the difference between killer and survivor: if a killer goes without perks, he/she will have a noticeably worse time than with perks. That's why it's ok that killers get some extra benefits with their perks because they need it.

    I think it's reasonable to let the survivor sacrifice a perk slot for a little more bloodpoints, and I also believe it's fine to have the bp reward discrepancy between k and s.
    Where I feel your pain though is when it comes to grinding in DbD, which I guess is probably why you are frustrated about the less reward for survivors. In that point I'd agree, it takes way too long to actually upgrade your characters, it's ridiculous. I've had the game for almost a year now, have played unspeakable amounts of hours (as I find) and have on average all characters only on prestige 1.5 or so.
    So increasing the overall points earned or reducing bloodweb costs would be nice while keeping the differences.

  • @DeadByFlashlight
    I would do the same if I see a survivor running around with the trapper, I'd check to see if the windows are trapped, and I had the same thing happen to me done by other randoms. So that's not necessarily an SWF phenomenon, I don't need voice comm to smartly react to another person being chased around the killer shack or some other typical trapping location.
    I believe that the way I use voice comms with the people I play is pretty effective and also realistic. You act like you only play world championships of DBD with all crème de la crème military SWF teams that like give each other coordinates and clock positions each second. Almost all supposedly typical SWF situations that were described: a smart survivor would simply act like that even as a random. I know that for a fact because it happens once in a while to be in a game with one.
    Don't get me wrong, I agree with you on the problem that there are situations in which good survivors can ridiculously outplay the killer. But that's a good-survivor-problem, and not an SWF problem, you are sending your resentment toward the wrong direction.

    If I have a match like that, well, I just take it as it is and try to not get frustrated about it. There are games when I outrun the killer the whole match and everyone escapes, and they just take it as well. It's part of the game. Sometimes you lose, sometimes you win, sometimes deserved, and sometimes not. And that's alright.

  • @DeadByFlashlight
    I really disagree with the extent of the power of communication you are suggesting. Except for the timing of going for an unhook, there is really not that much of an effect if someone informs me about the postition of the killer. And of course, when someone dies, I get informed about the killer perks - but that should absolutely be fixed.
    As a survivor, you are supposed to be working on a generator if you are not being chased. So if I am told by someone running OoO or alert
    "The killer is in the shack" or "He is on the other side of the map" or whatever, it really doesn't change the way I play. I still work on a generator. If someone tells me "The killer is coming toward your position", usually a lot of time passes between the observant noticing, telling me, and me registrating and processing the information, so unless I'm playing a Myers or a Wraith, the terror radius would have given away that information anyway and the time I gain from the earlier notice to react accordingly is minimal. Could be even misleading.
    And for knockout, from my experience a good random survivor can still guess well where the downed person lies, it's not as strong of a perk anyway.
    For bond, since it works only in relatively close proximity, it is still as useful in SWF as with randoms since in that active range, things can change so fast, no verbal communication can account for that.
    I really find the value of verbal communication is overestimated, it is absolutely useful, but not necessarily game-changing. Except for some special cases like adrenaline plays as @Terrortot described, and well of course the telling of killer perks after someone dies. But for that, someone first has to die, which means the killer wasn't so powerless to begin with.

  • @Terrortot ok, legit points. I believe the adrenalin story happens rather rarely, but still. I even want to add: I believe the most power out of comms from my experience is from telling each other when someone is being chased in order for another one to make an unhook.
    But I've had cases when my friend on the hook told me to come unhook because the killer has left, only to find the killer approaching again at exactly the time I was running toward the hook.
    Or the killer was chasing me, my mate felt safe and kept on doing his thing, only to suddenly find the killer behind him because he was unexpectedly spotted and changed targets. Just to name a couple of counter-examples.
    You can never EXACTLY INSTANTLY tell where a killer is, and in DBD a whole situation can change in a matter of seconds, noone can communicate that fast.
    Without looking around and being aware of the surroundings, the comms are useless, so it takes a good survivor from the start, and that has nothing to do with SWF itself at first. At first. But I get that skilled players like to team up.

    @DeadByFlashlight
    No worries friend, I understand what you are saying :) You are still describing the problem that a skilled survivor can single-handedly outplay a skilled killer, which is not a problem of SWF in the first instance.
    You are saying since very good survivors team up, we shouldn't have SWF. That's like saying STDs are bad, there should be no more Sex. We have to adress the STD and not the Sex! SWF is great and fun, let's just give the killer some condoms to protect himself from whatever the survivors might bring when he gets action.

  • @DeadByFlashlight said:
    In fact, the tournaments have exposed really well that nurse is the only viable killer. Not sure if you watched the console one, for the competitive situation, check out the PC one^^

    Highly-skilled individual players tend to group up with others because they are annoyed by their low skilled mates (a problem with the rank system allowing everyone to get rank 1), so they are commonly found in SWF

    I only watched some of the PS4 ones, on PC the gameplay seems a little different which is why I find it hard to directly compare.
    But what you say makes sense, highly skilled players tend to group up. But that's just a symptom and not the cause, there are many SWF groups that are not highly skilled and just want to play with their friends - as in my case. Highly skilled players will f*** up the killer anyway, having one more highly skilled player will not add much to the feeling. I see the problem more in the high skill-cap of survivors compared to most killers rather than in the sum of multiple skilled survivors.
    I also agree that it's a problem everyone gets to rank 1, that would probably solve some problems.

  • @Justicar said:
    Sounds like the solution is to remove SWF. Supported!

    Lol

  • @DeadByFlashlight nah man, even if you were right, the amount of really competent SWF groups is very low on PS4. I'm not counting me and my friends to the very competent ones btw. The tournaments for instance have shown the pig to be quite effective, for instance. Unless all survivors are really good, but that has to do with the skill of individual survivors, and not so much with the team play.

  • @Terrortot Ok, and just out of curiosity: if it weren't for the totem problem - with which I totally agree as I, too, often play killer - what else is there that severely causes issues compared to simply good solo players?

  • @Terrortot said:
    @unclevincent im not salty. Just tried it, saw why its not fun, dodge ever since.  Im sure theres some killer that will take the games eventually, not entertaining to me and no reason to ready up.

    I'm sorry to hear that. Of course it's your right to do so, and if SWF lobbies worked as in all other games, it wouldn't even be a problem to anyone, but I'm sure you are just missing the right strategy to make playing SWF still work for you. Maybe I'm saying this as naive PS4 player and on PC it's totally different, but on PS4 it doesn't make a huge if you play randoms or an SWF group if you play correctly (and I don't even mean camping :D).
    But again, it's your right to dodge them, I don't have a problem with that. I just have a problem with people telling me it's totally ok if I waste my time just because I like to play with my friends.

  • Wow I didn't know so many here are that salty about SWF. You all argue with the competitiveness, how much easier it is in SWF - and I agree that it is easier when you can communicate with the other teammates. But when I play with my friends, I don't care so much about winning, but about having fun. Hell, just because one friend doesn't play so often, which results in a lower rank, he can't ever play with me because we don't get games? What kind of logic is that? Also, when I play with other rank 1's it's the same issue.

    @GodDamn_Angela
    1. The game might have been made with that in mind in the beginning, but it was also clear from the beginning that SWF was going to be a thing - and it is now. There are many people doing SWF and they are part of the player base. So that's not an argument.
    2. I already answered that needing to fill more space, that would justify maybe a minute and not 10.
    3. The Rank disparity is hardly an issue because all the search algorithm does is take the average value of the survivors' ranks and searches for a killer lobby that has a value about that rank.

    I'm really surprised about the reactions here, seems like some of you made some devastating encounters with SWF groups. I can honestly say, whenever I have SWF in my lobby as killer, I don't give a f***. It's like playing any other group of survivors, except that the saves will mostly come slightly sooner than usual and sometimes bodyblocking is a thing. It's not so different as an outsider. So I don't understand the hate.
    Apparently, you guys have never experienced long waits - like the really long waits I'm referring to of 5min and more of just waiting to get connected - or you never play SWF. On PS4 at least, this is an issue, at least at certain times of the day with SWF.

    Back to my point: I understand that a group of people is supposed to wait longer, but waiting longer than 5 min is not justified. Not if as single player you wait 20 seconds. Can't believe I even have to argue about that. Immediately started a discussion about SWF...

    @HellDescent said:
    play kyf - problem solved

    We want to play together, not against each other. Problem not solved.

  • @Rebel_Raven said:
    Like just sitting there, waiting, or does this count the killer backing out at the lobby?

    It's just waiting, not even counting the killer backing out.

    @Malakir
    Last time, we did have a rank disparity of about 6 ranks, we had 3 at rank 8 and 1 at rank 13 (because he hadn't played as much the past days) and we waited for 10 min and didn't find any games. We quit after that. It doesn't always take that long, but to wait 5 min in the evening times is not such a rare occasion. And usually, it is still clear to the game what killer rank to look for - the average of the survivor ranks.

    @redsopine1 said:
    Or could be your in a 4man group while 3 man 2 man or solos get a game faster as oh i do t know they have the lobby space to join instead of 4 people at once having to wait for a killer to make a lobby

    Lol smartbuns, that would justify to wait a minute longer but not 5 or even 10.

    I get it guys, I'm with you about the competitive part, SWF is easier than playing solo. But my point is not about the competitiveness, it's about having fun - we can have that once in a while in DBD right?
    I, too, play killer often when my friends are not available or just go as single survivor - the game is just great in every mode. But goddamnit once in a while I just want to play this game with my friends that I like to have fun with.
    There are things I would change about the balance of the game and the influence of communication as well - the killer should be given certain advantages when SWF groups join his/her lobby. At least let him clearly know he's dealing with one.
    But let's assume we did have a counterplay given to the killer when an SWF group joins, what argument would be left?

  • @Lowbei said:
    solos come first since the game was built for that. swf can wait in the que for a while, its fine.

    That's a strong opinion, are you killer main or don't you have any friends to play with? :D
    Jokes aside, I don't mind to wait, but we talk about 15 min wait for a 10 min game as SWF vs 30 seconds wait as solo player. That can't be right.

  • Lol I just want to play with my friends, I don't need to justify that xD has nothing to do with ezmode - it just sucks to instead of playing you are waiting...

  • I read a comment from a dev or so that they are going to do console optimizations by the end of the year, so we'll have to wait and see until then.

  • @sulaiman You are describing an understandable issue, but I woud say that the normal case for killers quitting is simply because the game doesn't go as they wished, so they get angry and rage-quit even though survivors just played totally normal.

  • @Peanits Good point with the deranking, unless you get found and caught right at the beginning of the game and tunneled, you are almost guaranteed a safety pip. You really have to mess up badly to lose one.

  • @Bravo0413 That is really not my experience in the game. It's a problem that everyone thinks they are entitled to rank up, and by giving everyone the opportunity to rank up, we have not so bad players and very good players on the same level. But rewarding staying on rank 1 is a good suggestion, but to me we first need to make rank 1 a challenge to reach so it will be worth a reward.
    @DexyIV If people wish to stay at lower ranks in order to have easier games, nothing can stop them. Assuming you are referring to survivors, it is quite easy to counter such behavior as killer if you are good enough so you can get past that rank and move on. If not - that's the rank for you, you have to get better.

    Again, the way I perceive the game concept of DbD is that 4 inferior survivors have to make a team play to win against one superior killer. Random survivors can't communicate so they obviously can't perform team plays like an SWF group. But it's one thing to not be able to get the full potential out of your team plays, and another thing to make obviously bad mistakes, be it out of selfishness or inexperience.
    And if survivors aren't able to even remotely play optimally, they shouldn't be on the highest possible rank.

  • @Digwiid said:
    Do a circular motion clockwise, problem solved.

    I'll try that, thank you. Not really a full solution because you still have to stress the analog stick, but maybe better than side movements. I'm just wondering: on PC you are free to designate your macros freely, why not on PS4 as well?? I want the wiggling on X or square.

  • @Jack11803 said:
    YOU DO KNOW DOING IT FASTER DOES NOT MAKE YOU WIGGLE FASTER RIGHT!?

    I do know that, thank you very much smartbuns. Im fairly easy on the controller, but still I've noticed some sort of unresponsiveness while moving for like a week now - and my controller is only a few months old. Same thing happened to the controller I had before after a couple of months playing DbD.
    But alright, your answer suggests you don't have these problems with your controller and that's all I wanted to know.

  • We need to give this topic more attention. It's a pain in the butt always having to re-invite.

  • @SovererignKing said:
    They did. The PlayStation patch just failed certification. Twice.

    How do you know??

  • Haven't had the opportunity to try an aftermarket controller yet, might be something worth considering. I would also in general suggest to not only change the maximum sensitivity, but maybe also the analog-stick translation curve. Would be interesting to be able to choose from different settings there.

  • @Caver12 said:
    I too have a problem with the maximum controller sensitivity. As a killer, I sometimes can’t even keep up with a survivors 360! With all of this being said, would survivors be able to 360 even faster witha higher sensitivity? If that is the case I would rather they keep it where it is at.

    But the killer could keep up with the 360s because he would have the same possibilities with his sensitivity. It is a skill thing to keep up with the 360's, has nothing to do with the sensitivity, as long as both killer and surviver would have the same.