We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

Houndmaster is a Devs lesson to never use AI

Pelaan
Pelaan Member Posts: 306

Title Devs should never again use an AI as a Main power they should have seen this coming from Nemesis zombie Ai they'll never be good always jank and getting stuck.

I'm finally putting my dog in the kennel shelving this killer maybe in a year or two she'll be a a better state but she needs a lot of work and I'm sad cause I really tried to enjoy this killer.

Comments

  • ControllerFeedback
    ControllerFeedback Member Posts: 190

    Their AI stuff would work better in a game with less accurate map collision to worry about. Unfortunately, in DbD, every little twig has full, pixel perfect model collision for some reason (even stuff players can't normally reach), so having AI try to path around things in a consistent, user friendly way is a monumental task that I just don't think the devs are equipped to pull off.

  • SkeletonDance
    SkeletonDance Member Posts: 348

    They're buffing her so badly, is this killer that bad in matches?

  • danielmaster87
    danielmaster87 Member Posts: 9,708

    You're right about the AI being bad, but that's on the devs, not AI. The way it's worded, you sound like one of those people who hates on AI because it's trendy to do, and then assign "bad cuz AI" to anything they don't like.

    But other devs could pull it off.

  • HerInfernalMajesty
    HerInfernalMajesty Member Posts: 1,976

    Snug (❤️) should glide around objects but be velcro against Survivors.

  • danielmaster87
    danielmaster87 Member Posts: 9,708

    She's bad because she's Pinhead but slower and with extra steps. You fire the dog at someone, and can manually control the dog to get a second dash out of it, all just to latch onto the survivor, not injure them or anything. Once he's latched on and biting them, it randomly gives him massive control over their movements or vice versa, and if the survivor gets it, they can go to a pallet and stun the dog off. So all using the dog does is give a chance of slowing them down so that you can hit them. And if they're marked from his scanning ability, they get deep wound when hit, I guess. But this is yet another killer whose power is countered by slightly twitching to the left or right to dodge, or by hiding behind a single rock, tree, or barrel.

  • Caiman
    Caiman Member Posts: 2,959

    Don't forget that if another survivor is there, they can just take the dog off their teammate in a half second.

  • MechWarrior3
    MechWarrior3 Member Posts: 2,849

    Houndmaster needs another hotfix and balancing. She’s still on the weak side.

  • Skittlesthehusky
    Skittlesthehusky Member Posts: 743

    to play devil's advocate, the AI controller system used in DBD is still a bit fresh and theyre evidently still trying different ways to make it work. remember that each new mechanic released is a platform for more tools and tests for different types of mechanics/future killers. this is especially evident in the way that survivor bots are configured. usage of AI in gameplay was only (officially) introduced in 2021 with survivor bots which is still pretty young for this game.

    an AI that you take control of that also performs pathing calculations (per map with every unique tile generation), recognizes interactions, hitboxes, reads gamestates, and making adjustments in real time while having to account for in-place rules is much more complex than people realize with a game that has so many different things updating at any given point. i'd say for what its worth, snug is a very good attempt at refining the AI in the game.

    i'm not quite sure how BHVR has pathfinding setup for maps just yet, but part of the struggle with the AI is its reactions to collision. i'm pretty sure collision is being auto-generated and wrapped by UE based on the mesh of objects which could be causing some inconsistencies. tie this with triggers that could be overlapping with said collision and the AI is gonna struggle with calculations.

  • ControllerFeedback
    ControllerFeedback Member Posts: 190

    Other devs wouldn't have to work around the map collision that DbD has in the first place because their games don't rely on pixel perfect collision to facilitate the meat of their play experience. A lot of "realistic" games have really smooth, slippery walls (even if they don't look smooth) because they don't need anything else. Makes AI pathing a lot smoother since there's physically less room for error (also keep in mind that DbD didn't start with the idea of putting AI in the game).

    DbD would be a very different (and arguably less nuanced) game with simpler map collision, though admittedly there are things that are really annoying to deal with like the original Garden of Joy bushes or the mannequin feet in the CCTV on Gideon.

  • ArkInk
    ArkInk Member Posts: 760

    100% agree, especially now that events and stuff like skin collabs can fill the void between chapters. After seeing Doomed Course get such little marketing and come out so buggy without even a map, it really does seem like a smarter idea to slow development to 3 chapters a year than 4.

  • biggybiggybiggens
    biggybiggybiggens Member Posts: 700

    They put out WAY TOO MUCH content with no time to polish it.. Slow down and fix the core game.. Stop piling mess after mess on top. Quality over quantity.. All of this goes in one ear and out the other, because they know best and blah blah blah.. NEWS FLASH.. BHVR never knew best.. The legacy of DBD is based on luck of the draw, not developer skill unfortunately..

  • SoGo
    SoGo Member Posts: 1,535

    Reduce the number of chapters per year.

    4 full ones and 2 paragraphs are way too much to handle.

    3 would be more than enough.