Dead by Daylight Saturday Tech Support - September 01, 2018 |
- Saturday Tech Support - September 01, 2018
- Q&A Session #4 (30 Aug 2018) - Summary
- Felt so high after this with a heart rate of 250
- Loving the new urban evasion buff
- Trapper knew exactly where Claudette went...
- Give the killer a reason to leave
- Call me selfish, but there's absolutely nothing more pleasant than seeing someone get hurt VERY far away from you.
- Queen Hag
- DBD - Wishlist
- The Nurse
- Killing the solo survivor by accident...
- The physical pain didn't hurt as much as my disappointment
- So Lucky on this one.... Freddy`s Nightmare
- When your food tries to play with you....
- Step 1: Break line of sight. Step 2: Die
- It's the small things that make learning nurse fun
- I have the power of the entity and anime on my side!
- Found this on FB thought everyone would get a kick off of this
- Make the yellow Mori permanent
- Only Dwights know how to hide in lockers
- Know You Guys Love These, So Here Is One From Back During The Event!
- David you thick dunce
- Welcoming the Spirit. (OC)
- Are you tired and burnt out playing with the same meta perks over and over again? Try out these roulettes I made.
- pizza time.
- Don’t celebrate to early
- If you love something let it go..
Saturday Tech Support - September 01, 2018 Posted: 01 Sep 2018 08:13 AM PDT Hello people of the fog! Here you can ask tech support questions, such as workarounds for certain errors and configuring the game for certain setups. Some rules and guidelines specific to this thread;
Resources: [link] [comments] | ||
Q&A Session #4 (30 Aug 2018) - Summary Posted: 31 Aug 2018 07:56 PM PDT Video Summary for Dead By Daylight Q&A Session #4 Link to Video on YouTube [55min] Things that are in-quotes are taken directly from the video. If there are any formatting issues, please let me know. On the Show TodayNot_Queen - Community Manager Stefan Horvath - Game Designer Louis McLean - Gameplay Programmer Not_Queen - "We made a special post for this time." McLean - "If you want to submit questions for the next Q&A, you go to..." McLean - "We are talking about the more or less brand new, official, Dead By Daylight Forums. For those of you who don't realize we have those." Not_Queen - "It's been two days since the PTB's been out. We're shooting this before the PTB is out. [it's Monday.] You probably have questions and feedback on the PTB itself. Please go to the PTB Feedback forums to give us everything you want."
Horvath - "I think Vigil did get hit pretty hard in the recent changes." McLean - "Seems a bit less-attractive than before." Horvath - "I don't know if Vigil was attractive before as well. I would like to see a perk like that getting more usage. I'm not sure if we want to see changes to Premonition or Alert, like Vigil actually affecting those things." McLean - "It seems odd to start picking perks kind of arbitrarily. We're not sure what we'd slap on Vigil just yet, but we do agree that it could use something." Horvath - "There was one idea, a lasting effect, so once you've been in range of Vigil it would leave a lasting effect for 20/25/30 seconds—or you will continue to have the effect even if you do not run the perk." Not_Queen - "So you're not in the AoE and you're still getting the power?" McLean - "Back in the day, this was something we were talking about for Leader—" Horvath - "Leader, Prove Thyself, Streetwise, and..." McLean - "Prove Thyself, that's kind of for yourself...but yeah, the other ones. A neat idea would be if the effects lasted for a while after you went away." Not_Queen - "How about the second part of that question, about sabo-ing?" McLean - "Right now, I think sabotage is not very strong. I think we could give Sabo a little push. We have an idea that's kind of a package; Sabo is part of it... Potential future changelist. Nothing is final. Let us know what you think. =)
1Not_Queen - "We're talking about the basic heal speed." Not_Queen - "If that happens, will it happen all at the same time?" McLean - "Probably, yes. These changes all sort of depend on each other."
Horvath - "Yes. We mention, in the past, about changing the model, when they would light up, and potentially changing how they respond. When you said placement, I'm not sure if you meant in terms of level design—where they are placed—or how they are spawning in the world. These are things we'd like to adjust—a plethora of things around totems. It's not just placement." Not_Queen - So what, for example?" Horvath - "We talked about making it just a skull, so it's not actually raised up, so it's harder to find and it wouldn't necessarily matter if the spawn point is beside generators or whatever. We can make it spawn further away from generators." McLean - "In hindsight, putting them next to generators probably isn't the best idea." Horvath - "Basically making it so that totems have a higher risk-reward factore, but not so easily taken out of the game."
McLean - "We've got a couple of perks and things—like BBQ & Chilli—that reward you for playing nice." Horvath - "It encourages you to hook multiple Survivors and gives you a Bloodpoint bonus for each unique Survivor that's been hooked." McLean - "The perk's mechanic incentivize you to run off and do something else. It's possible you'll see more things like that. In general, I think what's more important to fix this is: it's not giving better incentives to do something else, it's not punishing people who want to play the way they want to play, it's to make those scenarios more fun to play. People want to defend their hooks, people want to try to get somebody out of the game to help them in a competitive situation. Rather then penalizing them, I'd first like to find a way to make that stuff more fun. Make attacking a hook more fun, make it more fun and interactive is what I would like to see first." Horvath - "Camping and tunneling are parts of the game that a lot of people find strategic benefits, and it does bring a lot from doing so. As we said, I think we're looking to make it more fun."
McLean - "By the time this is out, the PTB should be out, and you should notice some Pig add-on bugfixes. I also want to take the time to tackle some misconceptions about some Pig add-ons that affect skill check chance. Some sneaky people snuck in and checked some numbers and saw that they were 1% and 2% and thought, 'My goodness, somebody's finger must have slipped (at Behaviour) and it was supposed to be 10% and 20%.' So what's actually happening there is that for every second, under the hood, we're seeing if you should get a skill check, and there's some base percent which I'm not going to reveal. The idea behind these add-ons is that they increase that chance." [Maths example: 10% base chance + 1% from add-on = 11%, which is the same as saying "plus 10% chance"] McLean - "So those are probably working as intended." Fun Generator Facts
Horvath - "To give you a little numbers, you regress a generator at 25% of the speed at which you can repair it by default. It takes you 320 seconds to regress a fully-charged generator, which is impossible." McLean - "That's a little bit more than five minutes. Do we have any plans to increase that rate?" Horvath - "We thought about adding an increased amount to certain perks. I like where Pop Goes the Weasel is at the moment, with the exception of the timer as well. I believe there are things we can work with. I don't know if we want to make it so that you kick a generator and then all of its progress is completely removed. Survivors have worked pretty hard." Not_Quene - "Eventually, you're gonna have other things to do, too." McLean - "The strength of the generator regression is a knob that we can always tweak. I wouldn't say we have any imminent plans to change it." Horvath - "Did you know that it actually used to have a hard cap as to how much it could regress? 25%. So when you kick a generator, it could only remove up to 25%." McLean - "I don't know if I buy [gen-tapping during a chase to screw the Killer]. I think that taking time during an intense chase to tap a generator may be slightly frustrating for the Killer, but I find it more than justifies its existence in the game." Not_Queen - "It stopped regression, but you would assume that no one is gonna work on the gen when you're chasing around."
Horvath - "I believe we should make more default—general—perks. Currently, the way to achieve every perk on your account is a lot of grind, so that's something we're also looking at. 250+ levels to unlock them all is a lot. Before we add general perks to the pool, I think we wanted to adjust that." Not_Queen - "So adjust the progression before adding more basic perks?" Horvath - "Yeah." McLean - "It's only happened a couple of times in the game's history. Kindred [and Thrill of the Hunt]. There's no rule against doing it, it's just that with our release schedule now every three months, [adding 6 every time], there is a lot of perks in this game. What's [also] been happening more often is going down and we dredge up some perks that see almost no use and say, 'How about we reimagine you?' "
McLean - "There won't be any confirmation because nothing is set in stone other than the fact that this is the character we want to spend time on next." Horvath - "We don't write in stone at the office, so..." McLean- "Yeah, we use computers. For Freddy, there are some things we can say we want to look at... 1) He feels unfun to play against: I think a lot of that comes down to the tunneling aspect of his power. [and] 2) He's a bit frustrating to play as. These are issues that we want to tackle. We can toss some wild ideas out there:"
Not_Queen - "There were also a couple of things about quality of life, like the way you see in the Dream World. Stuff like that is gonna be addressed also." McLean - "General brightness, darkness. We're on it." Horvath - "Also, the transition time is too long. We were looking to go down to four seconds rather than use add-ons." McLean - "The bad news is we don't have a precise timeline on this. Don't quote us saying, 'this is coming in the next mid-chapter patch.' " Not_Queen - "All we know is this is the next one we want to work on."
McLean - "Nobody would ask this by the time the people are watching this video because there are some pretty significant map changes in the PTB. Go check the patch notes. Be amazed."
Horvath - "I don't believe we can do that at the moment easily." Not_Queen - "We've mentioned it. We know leaderboards or a rework of how ranking and everything is coming. We would probably not publish anything on someone else's profile, but you would see you own thing."
Horvath - "We are reworking some old tiles. This is including some of the old infinites. Are we gonna limit ourselves to just reworking the loops and whatnot? I don't think so." McLean - "People have been waiting a long time for changes to the maps. These things are starting to happen. I'm excited. I don't think we have anything to announce in regards to straight-up new tiles on old maps..." Not_Queen - "No." McLean - "Those things would be great, but there are other things we have to get to first."
McLean - "We also agree that just increasing the amount of time it takes to fix generators is not super fun. It was probably the right thing at the time but people are generally not happy with just longer generator times—neither are we. What's more likely than that is the three pillar plan I was talking about earlier: increasing the time it takes to heal, increasing the strength of sabotaging, and..." Horvath - "Dying State. ... We were looking into reducing Killer animations; changes to Decisive Strike." Not_Queen - "Do we have an ETA on that one?" McLean - "That one is coming the mid-chapter patch. It's not in the PTB; you're probably already mad that it isn't..." Not_Queen - "But why is it in the mid-chapter patch?" McLean - "There are legitimate reasons that I don't want to get into. If I could put it in the PTB, I would. I can't. I tried. It didn't fit."
McLean - "One thing that you probably have noticed on the PTB is a change to Bloodlust speeds. Bloodlust is the same as it was. Bloodlust 2 is weaker than it used to be, and Bloodlust 3 is significantly weaker. The idea is not to use Bloodlust as your only tool in a chase. That should help with the last part so it's not always a winning move." Horvath - "Pallets?" McLean - "If you're standing in front of it and facing the Killer, that's gonna feel a lot smoother. You no longer do the twirl; you just throw it down in front of you. ... As for nasty-looking hits through the windows, it's a tricky situation that it does get worse with latency. We have a few things coming through. It's not a catch-all fix, but I recently saw some work on chainsawing where there's a pallet and Survivor [and you hit both] only in the case of where you previously would have hit neither. There's a case where you're coming at the guy at just the right time and you're gonna hit nothing. That case has been fixed; now you're gonna hit them both." Not_Queen - "So you're breaking the pallet as you chainsaw the Survivor?" McLean - "Yeah. It's not gonna happen every time. ... As for bad-looking hits through windows: it's always in the back of our mind. Improvements might not happen soon enough." Horvath - "We have thought about the size of the cone and reducing this and bringing it closer, but that would mean a lot of hits that you would have gotten before you're gonna miss. Means you're gonna have to get a lot closer to Survivors before being able to bring the pain." [Lots of words later... the lunge would have to be increased a tad so there would be no change in normal attacks.]
McLean - "Player who have played a lot of Dead By Daylight tend not to have trouble with skill checks. Not everybody that's playing Dead By Daylight is an experienced player. Those of you who are watching this video are probably already so engaged that you don't have that much trouble with them. I don't think the solution to keep you in your seat is just to make them harder for everybody. What you're probably gonna see more often is tools given to Killers to create harder skill checks." Horvath - "Like Unnerving Presence?" McLean - "Or others along that line. There are more skill checks that are gonna keep you a little off guard, or like when we gave The Doctor all those..." Horvath - "Do you think there would be a way to vary this by rank?" McLean - "I don't know if I want to make the gameplay different for different ranks. It's not like it's impossible..."
Horvath - "So, we're talking about natural decay, I guess?" Not_Queen - "Yeah. I think that's pretty much it."Horvath - "[The way the question is phrased toward the end] leads me to believe that this would be a constant loss, which I think is awesome." McLean - "Technically this is how charging a chainsaw with Billy works. I find it unlikely that we'd change the base mechanic for healing or that we'd make it so that Self Care is such a dramatically different way of healing yourself." Horvath - "We could let you lose charges per second, if we wanted to." Not_Queen - "If you had to choose between this and the idea earlier about making healing in general more difficult, where would we go?" Horvath - "I think we'd still want to do this regardless." McLean - "I'm pretty big on the idea we were talking about earlier. Self Care is a controversial perk. If we were to increase the base time, that would have an amplified effect on Self Care, since it goes at half the speed, taking an extra eight seconds [as opposed to four]." Not_Queen - "That's starting to be a lot longer." McLean - "I'm glad we didn't decide to do anything to Self Care in the last round. We were looking into making it 33% speed; that would make it into the unfun zone. We came up with all kinds of crazy mechanics of how Self Care might work." Horvath - "Self Care we can make it so all you healing is reduced by 25%. So if I choose to be able to heal myself, I take a hit." Not_Queen - "Wow, you're hindering your team there... I'm trying to see this as a solo-player perspective who's not playing Self Care. If everyone on my team plays Self Care, I am the one paying for it."
McLean - "Back to the proposed package with changes about slower healing, stronger sabotage, [and] more anti-slugging—to promote more gameplay that is not just on the generator—giving the Killer more momentum when he hits Survivors, and generally just give things a little push in what I think might be the right direction." Not_Queen - "So this is in an idea state. We're still looking into trying stuff internally and talking to you about it."
Horvath - "When it comes down to one Survivor and one Killer, we've identified that that one Survivor doesn't want to do gens. If you were to strip away a majority of the game, it's pretty much the chase and how you're using the map to stay away. I'm on the idea that if you're the last Survivor in the map, instead of having to repair all the generators we could say, 'Okay, you're the last Survivor,' and we repair all the generators and after a minute we open up the exit gates." Not_Queen - "Okay, but as a Killer..." Horvath - "The Killer sees your aura, and the chase starts immediately. And then it's gonna be an excited, intense chase for 60 seconds before the exit gates open and you have the opportunity to leave the level or use the hatch. This is radically different from what we currently have." Not_Queen - "So it's literally putting you in a 1v1 against the Killer because he sees you." Horvath - "So it comes down to your ability to escape at that point. I think that Survivors should work for their escape, especially if you're the last one. Sure, you made it that far, but you could have stealthed—in theory—the whole game. It will come down to how well you can actually escape." Not_Queen - "So people who are camping the hatch and waiting for their teammates to die would be seen immediately and be in trouble." Horvath - "So either they would take the hatch immediately, or the Killer will see him and try to take him out as quick as possible. So if the Survivor has not identified where the hatch is, they will be running for their life. ..." McLean - "We would [also] like to put something into place when a game has come to what is reasonably a natural conclusion to make it wrap up quick." Not_Queen - "So at the same time, you have perks like Blood Warden that closes up the gates, so you have a lot of gameplay at the end of the game." Horvath - "I love Blood Warden a lot, to be very honest. I would like to have it as a base in the game. Blood Warden itself would last for the entire time that you're on the hook or do something else, but basically you can keep chaining Survivors and get the game to keep going as long as there's meaningful interactions going on." McLean - "The sun's coming up, but you better leave or you'll be dead by daylight." End of Video[link] [comments] | ||
Felt so high after this with a heart rate of 250 Posted: 01 Sep 2018 06:43 AM PDT
| ||
Loving the new urban evasion buff Posted: 01 Sep 2018 01:07 AM PDT
| ||
Trapper knew exactly where Claudette went... Posted: 01 Sep 2018 09:41 AM PDT
| ||
Give the killer a reason to leave Posted: 01 Sep 2018 04:38 AM PDT
| ||
Posted: 01 Sep 2018 09:36 AM PDT It's so relaxing to know the killer is simply not around. That is all. [link] [comments] | ||
Posted: 01 Sep 2018 09:07 AM PDT
| ||
Posted: 01 Sep 2018 06:40 AM PDT General · Aim Assist Aim assist can be activated and deactivated in the options menu. · Return to same SWF Lobbies Continue to play with your friends After finishing a match, there now is a "Stay together" button. It will light up and everyone who selects it will be sent to a SWF lobby together 5 seconds after the host has left the match. · Matches now cancel when only one or two survivors join · Fixed FPS issues on Consoles · Added Dedicated Servers · Be able to sell unwanted Items, offerings and add-ons for some bloodpoints Common 250 Uncommon 500 Rare 1000 Very Rare 2000 Ultra Rare 3000 · Pink Perks · Killers & Survivors have different spawn in animations · Replay System Free roam camera · Match Stats Be able to see who was chased the most or who worked on the objectives the most etc. · Gesture / Emotes for both killers & survivors. Survivors - Wave (Both Arms) Where is it? (Anxious looking to-and-fro) I've Got Something! (Waving object-hand) Danger Thataway (Point, "don't go that way" with head-shake) FingerGuns Facepalm Beg Killers - Trapper – Takes a trap and clamps it on his arm for fun Hag – Sharpen her nails on her teeth Huntress – Spins hatchet in hand Shape – Head tilt · Add mori packs, spawn in animations and emotes in the store · KYF Will now grant small BP reward 5K Max Bloodpoints 2.5K Max bloodpoints if perks, add-ons and offerings are on "ALL" · Added more customization to KYF match management The ability to turn hatch, crows, heartbeat, red stains and scratch marks (on/off) The ability to choose game speed (Low-Normal-High) The ability to choose pallets spawn rate (Low-Normal-High) The ability to control the killer ability (OFF-Normal-Unlimited) · KYF can now accept more players Max Survivors – 8 Max Killers – 2 · Ranking will now grant monthly rewards Rank 1 to 3 – 1000 Shards Rank 4 to 7 – 750 Shards Rank 8 to 12 – 500 Shards Rank 13 to 15 – 250 Shards · Prestiging will now provide more rewards (Killer/Survivor) Prestige I – (Unlock the ability to customize the basement / Visually customize items you carry into the trials) Prestige II – (Bloodweb gets cheaper by 500 on each node) Prestige III – (Bloodweb gets cheaper by 1000 on each node) Survivor Perks · "Lightweight" is added to "Quick & Quiet" teachable from Meg Thomas Your running is light and soft, making your tracks harder to follow. Your footsteps marks are harder to read and stay visible 1/2/3 seconds less than normal. You do not make much noise as other when quickly vaulting over obstacles or hiding in lockers. The vault and hide actions noise detection range is reduced by 33%/66%/100%. · "Resilience" is added to "Iron Will" teachable from Jake Park You are motivated in dire situations. Grants an additional 5/15/25% speed while repairing, sabotaging, healing and searching while you are injured. Grunts of pain are reduced by 50/100/100% while staying still / while walking / at any time. · Streetwise (Nea Teachable) Reduce consumption rate of item charge by 10/15/20% for you and allies within 15 meter range. · {NEW} Dead Trial (General Perk) Press the active ability button to create a trail of scratch marks that extends 6/10/14 meters in front of you. Has a cooldown of 60/50/40 seconds. Survivor Changes · New Survivor evasion abilities Hide under beds, Crawl, Hold Breath and Run slide · Throw down shelves or bookcases Takes longer to throw down in comparison to pallets. Takes longer to be cleared away from killers in comparison to pallets. Survivors cannot jump over it once its thrown down. Killer Perks · "Sloppy Butcher" is added to "Bloodhound" Teachable from Wraith You consider killing an art, wounds inflicted by successful attacks slightly/moderately/considerably increase the survivors bleeding frequency and also make it 10/20/30% harder for the survivor to heal themselves. Does not affect healing by other survivors. Returns to normal once the survivor is healed. You smell traces of blood at a great distance. Fresh blood marks slightly/moderately/now glow bright red and can be tracked for 2/3/4 seconds longer than normal. · Monstrous Shrine You have aligned yourself with the entity. Some/Many/All hooks in the game receive the mark of the entity. When a survivor comes within a 2/4/6 meter radius of a hook, the mark of the entity will terrify the survivor for 3 seconds. Any survivor hooked on a marked hook will yield 10/20/30% more sacrifice points and decrease the repair, healing and sabotage speed of other survivors by 5/10/15% as long as they are hooked. · Unrelenting You recuperate faster from any attack made with your main weapon. The cooldown of missed attacks is reduced by 20/30/40%. The cooldown of successful attacks is decreased by 0/12/24%. Does not stack with Save The Best For Last. Killer Changes · The Shape We have adjusted stalk to work at 50% efficiency on hard so see through obstacles such as stalks of reed, incredibly high grass or corn. This means that when you would usually not be able to stalk through stalks / corn at all, you at least get some points unless your vision is completely blocked. Removed red stain at all times. · The Trapper The ability to re-arm your traps while holding a trap. Disarming a trap now requires 1 skill check. (If failed the trap snaps and injures the survivor) · The Pig Add Rules Set No.2 to the base kit. · Freddy Freddy now rakes his finger knives while in a chase and has a wall on his right. Reduce fog in dream state by 80%. (Stays the same for survivors) Survivors will not be able to interact with anything while falling asleep · Hex Totems Survivors take 15% longer to cleanse hex totems and are prompted with 2 skill checks. If any of the skill checks is failed, the progress will be reset. Killer will not be notified. · Unique Basements Hang brutal decor on the walls of your killer shack and basement. Unlock decor through killer prestige, achievements, and cosmetic DLC. · Added Dragging survivors animation for killers such as The Pig, The Spirit, and The Hag They will have a shorter pickup time and a longer hooking animation. New Offerings · New offerings affecting the weather. · New Secret Ultra Rare offering disabling all perks New Hardcore Mode Player base has grown, it only feels natural to include some new game mode. Here's my version of the possible 'hardcore mode'.
[link] [comments] | ||
Posted: 01 Sep 2018 09:33 AM PDT
| ||
Killing the solo survivor by accident... Posted: 01 Sep 2018 04:01 AM PDT
| ||
The physical pain didn't hurt as much as my disappointment Posted: 01 Sep 2018 08:25 AM PDT
| ||
So Lucky on this one.... Freddy`s Nightmare Posted: 01 Sep 2018 06:51 AM PDT
| ||
When your food tries to play with you.... Posted: 01 Sep 2018 09:43 AM PDT
| ||
Step 1: Break line of sight. Step 2: Die Posted: 01 Sep 2018 02:54 AM PDT
| ||
It's the small things that make learning nurse fun Posted: 01 Sep 2018 03:03 AM PDT
| ||
I have the power of the entity and anime on my side! Posted: 31 Aug 2018 06:46 PM PDT | ||
Found this on FB thought everyone would get a kick off of this Posted: 31 Aug 2018 04:56 PM PDT
| ||
Make the yellow Mori permanent Posted: 01 Sep 2018 07:06 AM PDT Wouldn't it make sense that you should be able to kill the final survivor every game no matter what? The alternative option is throwing them on the hook and having the skip through all the phases anyway, so why not save everybody some time and let the killer always mori the last survivor. [link] [comments] | ||
Only Dwights know how to hide in lockers Posted: 01 Sep 2018 10:34 AM PDT
| ||
Know You Guys Love These, So Here Is One From Back During The Event! Posted: 31 Aug 2018 11:05 PM PDT
| ||
Posted: 01 Sep 2018 04:53 AM PDT
| ||
Posted: 31 Aug 2018 09:04 PM PDT | ||
Posted: 01 Sep 2018 09:55 AM PDT So what i started doing is after every match i roll the wheel 4 times and play with the perks i get and so far it has been a shit ton of fun! No more i have the overpower of self care and sprint burst with me and i have to use my head instead and the game feels fun again! The wheels have every perk in the game and you can edit it to remove the perks you may not have yet. If it's missing something or has typos you can edit it yourself. Survivor wheel: https://www.classtools.net/random-name-picker/94_GUm9eX Killer wheel: https://www.classtools.net/random-name-picker/89_gbjXe6 [link] [comments] | ||
Posted: 01 Sep 2018 07:09 AM PDT
| ||
Posted: 01 Sep 2018 10:28 AM PDT
| ||
If you love something let it go.. Posted: 31 Aug 2018 03:07 PM PDT
|
You are subscribed to email updates from Dead by Daylight. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
Post a Comment