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v4lor

v4lor

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v4lor
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  • @Dunkinspunkin said:

    You want to throw our kindness back into our faces. We aren't required to give hatch. And anyone who whines about it is gonna know exactly why.

    I bet you're the same type of killer who tries to flip survivors at the gates when they stay to give some extra Brutality hits on the way out, hook them and then gloat about it.

  • Thanks for the clarification, and I suppose it makes sense, but still kind of lame for people that owned the chapter and characters. :/

  • Screenshot_2.jpg

    adding screenshot, you can see the p1 equipped but she's doing the default. persists into next matches.

  • BHVR and timed events having log in issues? No way! /s

  • Also flushed my DNS, still cannot log in at all.

  • @IPlayGamesOnPC said:

    Not sure if this is related, but I can't even get that far. I'm stuck on "Preparing to login" and eventually it just says I need a network connection to play, which I know for a fact I have.

    I had an Infinite Loading screen, and had to force-close my game. Now I have this Preparing to Log In issue, as well.

    PC, restarted game, restarted Steam, restarted PC, nothing works. Can't play.

    Screenshot_1.jpg Screenshot_2.jpg


  • Scratch marks have gotten worse gradually over the years, starting before there was even a console version.

    Did you know they used to appear on grass? One day DBD had an engine update and poof, they wouldn't show on grass anymore. No mention in the patch notes, no notice at all by the devs, just a huge nerf to one of the core aspects of tracking survivors. A lot of people didn't notice either, since sound actually worked at that point in DBD and was a reliable source of tracking instead of randomly not playing noise sometimes (footsteps, sounds of pain with no iron will, silent slug bug, survivors not making falling noises, etc)

    Lately, scratch marks sometimes don't appear (not through using perks), sometimes they scatter everywhere *except* where the survivor ran. It's pretty atrocious, honestly.

    I've learned to mostly ignore them at this point for the better tracking option; All you gotta do is follow the blood, CJ.

  • Agreed, this seems like an oversight. I've had several games where I, or another survivor, were just unable to even attempt to solve the box once a hunt started.

    I even went so far as to play goalie for a random teammate, circling them to try and intercept every chain that targeted them. It was working, until Pinhead teleported to it, but it's ridiculous that that was the only feasible way to try and get the Lament solved.

    There are several obvious ways to solve it (hunts can't target the carrier since they already have to deal with Oblivious and free tracking from the killer, chains despawn for the carrier when attempting to solve it, just as a few examples), but regardless of what the devs decide the best way to approach a solution is, I do believe it should be addressed.

    Survivors should 100% be punished for neglecting the Lament and allowing a hunt to start, but as it is right now it can be functionally impossible to stop and it's just not fun, for an otherwise fantastic (imo) and engaging killer to play as and against.

  • They actually fixed this a long time ago, then reverted it because people were "gen-tapping" to avoid (old) Ruin, even though it was demonstrably slower than just doing the gen through normal Ruin checks.

    Then they changed Ruin and never reimplemented the change.

    It's annoying, and I have personally seen it cost matches from both sides of the game. Losing because of RNG feels terrible in any PvP setting, and I wholeheartedly wish they would address it. The game already has enough RNG, and they've already shown it can be fixed.

  • So.. no plans at all to address it with an announcement or Dev blog or anything? That seems.. strange.

  • @Rizzo said:

    Yes, as mentioned in the patchnotes, they have been removed:

    https://us.v-cdn.net/6030815/uploads/906PFS9QZP77/image.png

    Will BHVR be releasing a statement about this? I'm sure there are many people who bought the DLC under the impression the voice-lines were a definite part of the package, and would appreciate some communication/transparency on the matter.

  • The sales is laughable, the Meg mask is hideous, and to top it off we get double the chance to play on one of the worst maps in the game for both sides! What a week of "fun"!

    Thanks, BHVR!

  • @CoolConnor96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2385597#Comment_2385597

    Same could be said for The game, Haddonfield, Midwich but hey I guess they are fine and RCPD isn't

    Bad take, all of those maps are widely considered poorly balanced and awful to play on.

    Game: run from room to room unable to see if anything is there.

    Haddonfield: broken widow, broken window, infinite fence, house of pain

    Midwich: hold w down corridors until you die. 110% killer? Sucks to be you, cuz it's gonna take half a generator at least to catch up to that survivor you see down the hall

  • @Itooshie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2320507#Comment_2320507

    I cant beleive somebody went out of their way go ask Konami. Their response is kinda weird too.

    To me, that neither denies nor confirms anything.

    I read it as saying they have no input on DBD characters, or storylines or gameplay. Cheryl is not a DBD character, they said in their email she is a Konami license. So maybe im dumb but that email doesnt really ammount to anything regarding if they do or do not have a say over their license. It just says they cant speak for DBD characters, story or i guess gameplay.

    The email is so nonspecific you can literally twist it anyway you wanted to.

    Simply, Konami has no creative input for how the characters appear in-game, only that they have the license to use said characters/names/locations/etc.

    This includes perks, their written DBD lore, their powers, and their cosmetics. It's why, for example, Cheryl can have an Xmas sweater despite it not being in any game, and similarly for PHead's sets. They are born from creative freedom BHVR has to use the characters as they choose. Which means they oh-so-creatively chose to force linked cosmetics, be it for greed or laziness (and not having to QA clipping with other pieces), and they pass their decision/laziness onto the consumer's wallet instead.

  • I remember when Badham maps were prioritized "by accident" because someone forgot to turn the setting back to normal. I've been saying to my friends for months that someone at BHVR turned off Hit Validation and never noticed, cuz getting hit when a killer is nowhere near me is just an every-game occurrence. And every time I check my ping, it's 30-40.

    Hit Validation isn't on, or it's a lie.

  • https://twitter.com/edgy2000scheryl/status/1409951067106906114


    So now we know Cheryl's could be unlinked if BHVR wanted to, how many other characters does this apply to, hmm? How far down does the rabbit hole of "preserving a character's image" go?

  • You were chain-blinded, most likely, which essentially means you didn't look away and the survivor was able to repeatedly "refresh" the blind duration before it expired. Always look down or up after getting blinded so that doesn't happen.

  • Every Killer match I play stutters and locks for the first 2 minutes, and then I can play the rest of it fine. But it happens in every match. Before this recent patch I was running 90fps @ 1440p on ultra. Have to drop it to High for a stable framerate now, but I still get the stutters on killer. Very frustrating.

  • Actually, if you are healing (or otherwise stuck in an animation already) you don't have a falling animation, you just snap to the floor. This is why you see many survivors spam Point as the killer is hitting them out, because it overrides any falling animation. It's also a tech to get people who fall short of the escape line out, you heal them in between hit cooldown so that the killer is unable to pick them up, and if the killer downs you whilst healing them, you immediately go into a crawl animation. Basically, it's not a "rare case of the fall animation skipping", it's intentionally done to specifically prevent what you are warning people about.

  • @van9684 said:

    https://forum.deadbydaylight.com/en/discussion/260171/patch-5-0-1-fixed-an-issue-that-let-people-have-fun

    How does a 5 year old game with 600 members on the team manage to do such an abysmal job on these releases and updates? I’ve never built a game so I try and give the benefit of the doubt, but this is next level messing up. I’d expect this if the game just came out maybe but not now.

    first-time?.jpg

  • They make sets so that they don't have to test for clipping with other cosmetics if you were to mix and match. The reality is they want you to spend a lot of money on these, without them having to spend a lot of time/money making them. (This is also the reason OG characters have non-legendary sets, this whole "preserving the image of the license" is transparent nonsense)

    On top of that, the game was never designed to have these types of interchangeable outfits, it needs a proper rehaul of the entire model system to give characters a base and have the outfits on top of the base. Right now it uses a poorly-implemented model replacer for each piece, and BHVR will never spend the resources needed to fix it.

    So while I agree they should #UnlinkTheSets, what they really need to do is #PutInTheEffort and make the skins worth the money they ask with proper QA/testing for compatibility issues.

  • Shameful.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/251774/can-we-get-a-dev-statement-about-survivor-matchmaking

    It's nice that you mention the 40k people on steam here. Did you ever check the percentage on the achievements accomplished there? Even easy achievements like reach rank 10 on killer or hit survivor with a special but easy killer power 30 times have a completion rate of less than 10 percent of all players. Of course this stats can be falsified by people that just played dbd for a free weekend and the stats takes all people that ever started dbd even for just one day into account and not just the average 40-50k active players.

    Also since you mention cross play, the amount of console players on survivor side that opted in for it may be way bigger than the killers participation rate. Console killer are at an inherent disadvantage given by lower frame rate and the limits of a controller against the precision of mouse+keyboard in first Person gameplay. This makes less of an impact on survivor side so nothing but the screwed console optimization keeps survivor from opting in to cross play leading to a bigger influx of survivors than killer from the consoles making the imbalance indicated by the steam achievement completion rate even worse.

    ?

    Steamcharts shows monthly peaks, as in ACTIVE players, not "this person launched the game once". Those numbers would be in the millions, so I have no idea what kind of valid comparison achievement statistic would draw to concurrent active players.

    The constraints of last-gen console on killer are well-documented, for sure, but (admittedly anecdotally) more than half the killers I face as a PC Survivor ARE playing on console. Not to mention many console players can play on the new gen if they upgraded, so their experience wouldn't differ much than that of a PC Killer on controller, of which I have seen many just on Twitch alone.

    Again, though, all you and I are really doing is speculating, which is why I'm asking for developer stats showing an issue that would cause such awful queues with such a huge playerbase.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2210436#Comment_2210436

    yea but all caps, 3 question marks, blaming the devs for working with what playerbase they have which is more survivors then killers

    pretty strong words for not demanding it

    The title shows as all caps when you are in the topic itself, something a person with almost 3k posts should know.

    Oh no, 3 question marks. It's almost like I'm frustrated and desperately want an explanation for why a game I love so much has such a ridiculous problem. Sorry for having passion about a game, I guess?

    Where did I "blame" the devs for anything? You really like imagining tone/inflection to text, huh? Strange.

  • @papabear2009 said:

    It would be interesting to see the variance between how many survivors queue vs how many killers queue

    I agree, it would be very interesting to see it.

    If this is truly the problem, the devs should be able to show it, since it's apparent how much they love their stats. And if it is the problem, they should incentivize queueing up as the less populated role, through extra xp/shards/bp, just as a small idea.

    @ShinobuSK said:

    https://forum.deadbydaylight.com/en/discussion/comment/2210424#Comment_2210424

    My queue times are like this:

    Morning- survivor fast, killer slow

    Midday- survivor still fast, killer getting faster too

    Late afternoon- survivor starting to take a bit longer, killer queue getting almost instant

    Evening- survivor queue takes several minutes, killer queue takes several seconds

    I am on European servers but dunno if it matters. This means that survivors play most at the evening and afternoon while killer playerbase is the larger one in the mornings.

    The longer it takes for you to get a match, the more people play on your side at that time. So matchmaking is looking for your opponent much longer

    Mine are bad no matter the time of day, maybe a little shorter during the morning (US East), but still 5ish minutes and the ranks are still poor. All I'm asking for is some acknowledgement, some stats, anything at all from BHVR. Even better if they have some kind of eventual plan to address it.

    It's really hard to stay motivated to play when queues actually last longer than individual matches.

  • Did I say I was owed it? "I want" doesn't mean "I am entitled to". The literal title of the thread is "Can we get..." not "I DEMAND REEE".

  • @bjorksnas said:

    Not enough killers, the total amount of players doesn't matter but if survivors outnumber killers 8 to 1 you average around a 10 minute long queue since there is an entire match worth of players ahead of you at all times

    People say this all the time, and if this is true, then the developers should have no trouble showing stats that support it. I want a statement from them that supports why it's been so bad.

  • Watch "DeadByDaylight 2021-05-13 13-48-13" on Streamable.


    Definitely "pretty good job so far" material

  • Or maybe you went to against survivors better than you? Nah what am I saying, only a perfect swf can beat you, you've got the best gaming chair money can buy!


    /s

  • @BangBang said:

    Maybe you're fine with SWFs, and maybe you're right that there are not many sweaty SWFs and most of SWFs are casual players, but that doesn't mean SWFs with voice comms have more advantages than solo ques.

    As long as the gap exist between solo ques and SWFs, balancing this game is a nightmare.

    Buffing killers based on SWFs makes solo ques even harder, buffing solo ques based on SWFs makes killers even harder.

    People who complain about SWFs are not demanding an easy game, just demanding a fair playing field.

    The gap between solo ques with 2 simple emotes vs SWFs with full communication over voice comms is way too large to bundle together.

    I agreed with everything you said until your final line. I would argue comms can help a bad team be slightly better, but they're still individually bad, and they still individually go down in seconds against a competent killer that understands map pressure, good chase mechanics, and knowing when to slug, which are honestly all the most basic parts of being a good killer. Having a little extra "artificial" game sense from comms is not enough to win against a good killer simply because they don't have the skill to take care of themselves.

    So is there a gap between comms/no comms? Sure, it's just not nearly as big as many think it is, and a killer with game sense and strategy will win most of the time.

    Unless that killer is Trickster. ;)

  • 90% of my games are babies, even at Red Ranks. They run past pallets and window and die in open fields. Going against even mildly coordinated SWFs is the most fun I've ever had in this game, playing since Dec 2016. Killer is in the strongest place it's ever been in the game, and it's not even close.

    On top of that, when I SWF with friends you want to know what the comms is? 60% RuPaul memes, 30% dramatic screaming, 8% ripping on each other, and 2% talking about the current match. And yet we still win the majority of games, on average having 1 person die.

    The reality is 99% of SWF you face aren't deathsquads, just people messing around with friends barely paying attention to the game. If you are losing frequently enough to that to complain on forums, then maybe the problem isn't "overpowered swf on comms reeeeeeeeee", maybe the problem is that you aren't as good as you think you are.

    And no, being "red ranks" doesn't mean anything for validating you opinion. It hasn't for a long time. If you *are* red ranks AND losing that frequently, all it means is you've put in way too much time without any of that time reaping noticeable improvement, and again, the problem is you, not swf comms. A group of good players will win against bad killers, comms or not. Accept it, stop blaming outside factors, and get better.

  • Good survivors don't use Dead Hard for i-frames. They use it to correct positional mistakes (Dead Hard for distance). All removing i-frames would do is push the bad survivors that use it for i-frames to instead use it for the much, much stronger purpose of making it to a window/pallet they otherwise wouldn't.

    If you get i-framed by Dead Hard, that's your fault as a killer for not baiting it out 99% of the time, it's not the fault of the perk.

  • All of the clips, across the entire forum, look like extreme interpolation (a form of lag compensation that essentially "predicts" movement to average out and smooth location data so it doesn't appear jittery and requires less update packets over a connection). Simply put, the servers need to update more frequently (increase in tickrate) because this is a game where milliseconds of positioning matter between getting hit and not, and the servers right now just aren't up to the task (if they ever have been).

    You can see the prediction in the Claudette clip, especially. She turns from the rock, and should avoid the swing, but on the killer's screen (due to low tickrate) the game "predicts" that she got stuck on the rock (hence the short-swing by Freddy) as it didn't update in time to register that she didn't run into it. What this also shows is that IF Hit Validation is even still on, the game is still coded to prioritize hits on the Killer client regardless of what the survivor client sends, which undermines the entire point of Hit Validation to begin with.

  • Reminder that they also "heard the feedback" from the PTB and nothing changed soooo.. don't count your chickens before they've hatched.

  • It's simply too spread out and distracting. The only thing I would have changed from the old layout was moving the item/power + add-ons to the right side, as it is part of your loadout along with perks. This keeps everything related together and in one area.

    Otherwise, the visual redesign of the portraits/UI is great. It's just the layout that's the issue, in my opinion.

  • The fundamental function of UI in a game is to display information to the player in a concise way, and the new one fails at that core principal.

    The elements themselves I don't find terrible, but that's subjective. However, the failure to keep the information concise is objectively impaired. Instead of a quick glance to one area of the screen to see gen progress, teammate status, and item status, I have to scan every area of the screen for that information. Bottom-left for my item charges, top-left for character portraits, top-center for gen progress... It's just all this unnecessary scanning around different part of the screen that used to be all in one place.

    Again, I do like the visual design of the individual elements... but scattering them all over the screen is the main offense.

  • All they did was add a new bottle type, old Clown is literally still there except now he reloads faster. Just... Don't use the other bottle. Boom, old Clown.

  • Embarrassing how poor dedicated servers continue to be.

  • invisiblewall2.7z

    Can confirm, not just a one-off bug. Attached is another video of it, archived with 7zip.

  • Knowing which gens you can/can't defend based on the Killer you are playing is part of the skill gap to that killer.

    If I'm playing Deathslinger, I have no problem defending the Dead Dawg gen or the Thompson gen. If I'm playing Wraith, it is hard to defend those gens, so I don't unless I'm forced to. Similarly, these gens existing gives maps identity and shapes your strategy, keeping them interesting. If you could defend every gen as every killer all the time then it would be boring, imo.

    The only building I can agree with you on your assertion is the Asylum gen, because that building is BS no matter who you are playing.

  • @Bunnyman said:

    Like gas heaven map, there was two hill on this map and they removed it and make no place for balanced landing park to use. And also make some area become so empty.

    They talked about this in the Q&A, regarding the difference between maps getting "visual updates" and "gameplay updates" and them not being the same thing or tied together.

    Essentially the algorithm that distributes tiles based on strength is separate from reworking the visuals of a map. For example, the Badham maps use the new algorithm that tells it where there should be pallets/windows/useable tiles. The reworked Autohavens, for some reason, only have the visual update and not the gameplay update that Badham has, and still use the old algorithm that says "the map should have [X] amount of pallets" and just puts them everywhere randomly.

    So, while the new Autohavens look pretty, they're still plagued by the same massive, massive deadzones that the Autohaven maps have always suffered from, which are now even more apparent thanks to the visual change in layout.

    Frankly, I have no idea why they bothered reworking the visuals if the maps are still gonna play poorly because they didn't add the improved map-generation algorithms that they added to the Badham maps *almost a year-and-a-half ago*.

  • I like being hit on hook. The blade-wipe animation gives my team time to unhook me for free so I can run the killer for the rest of the gens.

  • https://www.youtube.com/watch?v=D1rbnzQ1e84

    Footage of the bug. Note how there's no debuff icon for the DS stun in the bottom right like there normally would be.

  • I'm not getting progress on the heal challenge, as well.

  • "your argument is invalid"

    Tbh, you invalidated your entire post when you called looping an exploit, and unintended.

    I suggest you go rewatch the anniversary stream, specifically where map design was discussed. Note how the designer directly calls them loops, talks about their strength, and the adjustments they will receive. Again, it's the DESIGNER talking about LOOPS BY NAME and their role in the game. Please continue about how it's somehow "unintended", and an "exploit". 🙄

    Loops are a core design of maps; they exist because you can only do so much without making the maps huge and unplayable, and to make the most efficient use of space.

    If you want a game where people just run in a straight line until they fall over, this is not that game. Further, if you want people to actually read your massive wall of text, you probably shouldn't start with such a deep misunderstanding of the way the game works at its core.