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Terror radius in two floors maps.
Been thinking about this for years now and since Gideons is now the most common map I happen to play, I have to say it straight out.
Terror radius music should be muffled or at least distorted so that we know the killer is above or below the current floor.
This also applies to Temple of Purgation, Baham, Ormond, Midwich and Hawkins.
It gets so confusing and frustrating to only rely on our ears to guess whether the killer is above or below us when we get no other clue than that. It's applied to every other games that have multiple floors and I can't see why DBD doesn't implement this.
Comments
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cause its dead by daylight
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Prolly the best answer. Also can be used for nearly every post on the forum I think!
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"It gets so confusing and frustrating to only rely on our ears to guess whether the killer is above or below us when we get no other clue than that."
Most killers are 6ft guys with a huge red light in front of them. Can't be easier than that.
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Exactly
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That...is the point.
You are supposed to get confused.
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Yea I hate it too. Ver frustrating. Wish we could get something to help distinguish, but I totally get why it’s like that. Gotta chalk it up to map advantage. And technically another point goes to SWF who can just tell their buddies- “he’s downstairs/upstairs.” 🙄
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But then you wouldnt get that tingle of suspense. Not supposed to feel safe.
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Lots of walls, though.
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For someone who plays both Survivor and Killer almost equally I can see both sides. As a survivor it is confusing but it is also more thrilling in my opinion. Also at some point it's easy to know if they're above or below you at that point when the terror radius sound is right on you and you don't see the killer. This game is already survivor sided so I think it's fine the way it is.
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I quite like it. It adds horror to a horror game. You never really know if the killer is above you, or is about to turn the corner next to you.
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While this is true, it makes killers so much more oppressive on multi level maps like Midwich and RDP. And then there's Distressing Calm Doctor...
It would be good if the Terror Radius was spherical rather than circular. You'd still get hit with it when they're above/below you, but the range would be reduced, so you get a little extra room to work with.
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The upper floor of The Game is incredibly open after the rework and Midwich has those huge corridors you can spot the killer 2km away. I can't think of any other map that has this "problem".
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If you are on two different floors on midwich for example, the killer isn't really close at all. To me something like this feels like a leftover byproduct of introducing 2 story maps and you're just calling it a "feature".
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You not liking it does not mean it's a 'bug'.
Christ; Survivor mains really think their subjective views are objective reality.
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There are sounds and other things that are clearly meant to confuse / hide either the killers or survivors actions, but I don't think that the terror radius is supposed to confuse survivors.
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Honestly, I disagree with this. I like this aspect, it's quite terrifying and ups the stakes a bit. I don't think it puts the killer at too much of an advantage either, as survivors can use the verticality to their benefit too, since they know that killers have to move through a limited number of paths to get to them, making it harder for killers to ambush them.
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The game should calculate the shortest path between the killer and the survivor and based on the distance of this shortest path it should decide if the survivor is in terror radius.
This is however also not a perfect solution, because imagine survivor is standing above the killer, but since the stairs are far away, survivor is not in the terror radius. If the survivor jumps down the survivor falls directly on the killer, which is weird because there was no warning. As a solution maybe there should be an additional warning music indicating how easy it is for the survivor to get to the killer.
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No offense to the devs, but the game could not handle calculating the AI for more than 2 zombies to find Survivors; I don't think it could handle pathing through floors, walls, and rocks to figure out how far away Survivors are.
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I agree with this, the terror radius should indicate how close the killer is to you on a realistic path. Unless it's nurse, the killer won't be able to get you if you're on different floors so you're not in any danger even if the killer is literally under or above you.
Maybe having only the heartbeat and no terror radius music if you're on different floors could fix this. You would still be able to tell if the killer is physically close to you or not, but now you would be able to tell more accurately if you are in danger or not.
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Forget finding survivors, the AI can't even handle navigating -around- a tree instead of through it.
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True. Which is odd; I always thought this game would use a navigation mesh...On second thought; it probably did not even have THAT until Nemesis because there was 0 AI to use it. Why have it if nothing uses it?
So now I wonder if DbD uses AI pathing or a navigation mesh...
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The weird thing is, I did the botmatch thing for the revamped new player experience and I didn't notice anyone getting stuck on anything I think, so there's some kind of navmesh that -does- work, just... Not for the zombies? It's really bizarre.
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That's true! And the zombie Ai would be no different from Survivor AI; find Survivors if Survivor is within <x> meters (or if a noise is made in <x> meters; go towards noise), and use the navmesh to get there. But it would have added scripts to attack said Survivors.
Huh...Now it's really baffling that zombies get stuck.
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