The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

noggieB

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noggieB
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  • There is another consideration: Due to the current exposure algorithm, it seems like I get about 6 raids in the hour or two after I publish an outpost. After that I get zero raids for the rest of the cycle! Therefore: If you outpost has been raided 6 or 7 times as usual, in a few hours, but since then you have had no raids…
  • Based on behaviour observed in other games, kids throwing insults and racial slurs tend to be louder and more spammy than normal people. So they might be a minority, but they can be disproportionately disruptive. This is not speculation. It's the reason why so many games have removed chat.…
  • I was getting about 6 raids per prestige before the patch, 0 raids until the bug was fixed, and now back to 6 raids. That seems about right, because it takes me around 6 raids to gather the synthite for another prestige. (Combined with the other sources of synthite such as tributes etc.) The new synthite drops might be…
  • My theory is: Early bases are a bit too punishing for new players. Like some "Normal" outposts are fine, but some are a bit too tough for new players. After a couple of weeks, there is not so much feeling of progression, loss of incentive. I don't think grinding for bronze/silver/gold cosmetics will do it. But perhaps a…
  • I had an issue like that during the playtest. Back then I thought it was related to packet loss. But in case it's related to processing, you could try to reduce the video resolution and graphics details, to see if that helps. Either way, it would be good to fix it. It's really a frustrating way to die! (Although I very…
  • A website where people can invite viewers to raid their outposts: https://raidme.co.uk/
  • Just gonna agree that no stats metric is going to be perfect, but most of the suggestions made here would be better than what we have at the moment! Devs can of course tweak the metric over time. I think the current calculation is a good starting point, but then metrics could bump the outpost up or down one tier. One…
  • One issue here is that players who know the bases they will raid in advance, can game the system and earn more points than they deserve. So any kind of sharing like this should be done via Social Raids. Builders might not want social raids on their active outpost, especially not from streamers, because that will show…
  • Suggestion A: Let builders put their retired outposts in the active pools. When an outpost is retired, if the builders still wants people to play it, they can still keep it active. It will no longer generate rewards for the builder. But it will still be there for raiders to enjoy. It could be promoted more or less to…
  • For an example of #2, in Apex Legends, if you run for 200 meters with your gun in hand, then it shows a hint which reminds the player they can press C to holster their weapon and run faster. Most players don't see this, because they already holster their weapon before that. But it's also small enough that it can be…
  • 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…
  • I wish I could give +2 Artistic to these beautiful outposts.
  • Yes to average (or modal) time-to-complete, and maybe even the kill-to-extract ratio could be shown. Then the long-grind high-kill outposts could be tuned to give more resources. So the challenge is there for people who want it, and the reward is there as an incentive. Stats like these might provide a better ranking than…
  • I did experience this on another outpost too. I recorded it on my other machine. Feeling sad the playtest is over. Might upload later, idk.
  • For me, Medium texture quality seemed to be enough, although I don't really understand why. So if you are on Very High, do play around with the different levels. You may find a sweet spot that solves the rendering, but still keeps some framerate.
  • I've also seen that on my "normal " outpost. I think the algorithm for grouping deaths could use a little tweaking.
  • Once the game is live, wild experiments like (some of) those might be good as "limited time modes". That will give the community a chance to try them out, and see the results, but everyone knows that they will stop after a certain date. Then the devs/community can decide in retrospect whether that mechanic is worth adding…
  • Good points. I have another request for building: Description of the problem: Sometimes I remove a block (e.g. to make space for a trap, or to fly between rooms) then realise it was important, so I have to undo it. But when I do this, the block loses all its decals and decorations. The undo is not a full restore. (And the…
  • I saw someone else suggest that accolades should have greater weight towards prestige points than kills. That would give builders an incentive to collect accolades rather than farm cheap kills.
  • I assume the armour is very uncomfortable. Especially the left arm itches, and the suit keeps slipping. So that's why our character is always trying to scratch that itch, and/or pull the armour back to where it should be. But I do think every 10 seconds is a bit too often. It would be great if it happened rarely, so it…
  • Giving Harvey a grapple and double-jump won't work. He wouldn't now how to use them. But if we put the builder in a Harvey suit, and trap them inside their own outpost, they can show raiders the way. Seriously though, my points are: The rule to publish could be: a path that Harvey can walk, OR the creator beats the…
  • Yeah it's true, the raider unlocks are really powerful compared to trap unlocks. So I guess it would be balanced to have a bigger discount for traps+guards than for suits/weapons/hardware. (There are also a lot more things to unlock to get the full set of traps.) I'd take that free trap for sure. It would certainly help.
  • Yesterday I grabbed the genmat and had five traps firing at me. I'm not sure that outpost could be completed if the trap reaction speed was higher. Maybe, only using upgraded equipment.
  • I don't mind the current RNG. I enjoy working with the existing bedrock, rather than having an idea in mind before I start building. And to level up specific advisors, I can either raid, or wait. Also, I don't think the randomisation is so bad? It seems like you either get capacity, or you get lots of genmat, or you have…
  • I agree with what you said Loys. My suggestoin was problematic! So I've updated my suggested solution (but kept the original so that your feedback still makes sense!) I think the difficulty-recognition algorithm is not easy to optimize. Because many traps use human inginuity and psychology. It would probably need to be a…
  • Agree with all of those. Please bring that lever back. It felt so visceral, I loved pulling it. Just don't make it too often. The current voice definitely needs more effects added, to make it more powerful. It would be great to have the choice, when starting the game, of which chimera to work for, male or female. Changing…
  • Agree with all of these. I used to love pulling that lever, so please bring it back somehow. Just don't make it too often. If it's difficult to code seeking in the demos, a simple way to mitigate it might be 4x, 8x and 16x replay speeds. This would let viewers do the seeking themselves. I think a player should be prevented…
  • I like the redesign. I just want to remind readers that "hover" does not exist for controller players. They can surely show the info when the player "navigates" to one of the statuses. But they would also need to be able to navigate off the status, without changing it, if we want to show them the "kill raiders objective"…
  • According to the announcement in the official Discord... > Trap Range Preview This new feature allows Builders to toggle on a preview of the range of the traps placed. Being able to clearly visualize the range of effects while building helps Builders to position traps perfectly in conjunction with each other to put the…
  • Good points all round. Duos do play less cautiously, resulting in more kills. But they also don't restart the raid as often as solos do, resulting in fewer kills. I guess BHVR should have the stats on which effect dominates. If the devs did want to nerf duos, something like limiting to 3 revives per run might do it. That…
  • "you can actually load into the outpost and exit again and all gets autocollected" Whaaat?! :-D Thanks, that's a great tip. Would be really nice if you could autocollect it without leaving the Sanctuary. To save on loading screens.
  • Little update about my friend: I convinced him to keep trying, and he eventually got the skill to be able to beat the Normal level outposts. However, there was a risk that he was going to uninstall! I was thinking how the game might be able to prevent putting off the new players. Perhaps: It the game detects a new player…
  • Sorry to hear that Mefs. Which exact graphics card are you using? Once of my machines (an Asus ZenBook UX430 with NVidia GeForce MX150) sometimes gets invisible blocks, but then the texture loads in and they become visible. Increasing Draw Distance didn't help. But I think increasing Texture quality might have helped?…
  • This can happen due to a missing block, or a block that gets in the way of his path. I can usually find the problem by walking the path myself. However, I did experience one pathfinding bug, in Meredith by noggieB (me): If that's the same bug you have, then good lucky finding the problematic block!
  • Looking at the prestige page now, it seems: If you want Parts and Synthite, then you are better off waiting for more kills. If you want Genmat, then prestige early to get that 15% bonus. Also if you are in a hurry to expand you outpost's capacity, then you may want to prestige it without waiting. Having said that, you will…
  • By the way, I'm sorry you don't enjoy raiding. Personally, I like to do both, but raiding is just for fun, building is a passion. The game should definitely support both playstyles. But I think it sort of needs more raiders than builders, because in order to prestige, each outpost needs around ... 9 raids? I wonder if…
  • I also agree that grinding for the first few unlocks should be easier. I spent hours just to upgrade my first trap. However, once you have a few outposts set up, they will give you resources for free, so in a way you just have to wait. That said, if you want synthite, then your outposts need to be effective at killing…
  • When the base is depleted, nobody can raid it, until to Prestige it. If your base didn't do well (make kills or get accolades) then you cannot Prestige it. (Although I think there is some mechanism to retry.) One benefit of Prestiging is that the base gains capacity, i.e. you can add more blocks, traps and guards to it. (I…