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Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

They don’t need to kill switch streetwise

none of this would even be a discussion if they just fixed the bug, or bugs plural.

There should have been a hot fix patch immediately. I don’t know what takes the devs so long to fix their game


9 years guys, 9 years…..

Comments

  • gerolau
    gerolau Member Posts: 136

    they cant hotfix it asap, that is what we understand and are trying to be considerate of. there is a pipeline for things to happen in the game dev world.

    the killswitch is supposed to disable things when they dont work so the fix can be made, while the game can still be played live without the risk of encountering the things that dont work.

    the reason were so upset is that be refusing to killswitch streetwise, this sets a bad precedent that perks that could be as broken as streetwise (giving an unfair advantage with a dedicated setup if a player has all the perks and decent knowledge of the game) and allowed to exist in the live version of the game without any contest due to invisible criteria that we dont know and seemingly makes no sense.

    the fight to get it killswitched isnt just because we want it gone and dont think theyll fix it, its because that is the sole reason for the killswitch to exist. without killswitching streetwise, people will be allowed to exploit it until this weeks hotfix and then itll forever be stuck in this games history as "well we had infinite charges once with streetwise, and they didnt killswitch that, so [exploit of the next and next and next patch] is fine! weve killswitch the dredge because one of his brown add ons makes scratch marks stay on the ground for .00048 seconds longer, effecting game play."

  • Aven_Fallen
    Aven_Fallen Member Posts: 17,619

    No offense, but this is not really thought through. Bugs cannot be fixed immediatly, it can take time to reproduce the Bug, figure out what is causing it and deploy a fix. And you cannot bring a Hotfix when you want, you need to bring it to all Platforms, which also takes time. So even if they would work on Streetwise immediatly, it will take some time before the fix is ready and the patch can be released.

    And this is why the Killswitch exists - it should be used to have an easy way to avoid things being exploited. This was the purpose of its introduction, but sadly the Devs are not willing to use it. I mean, it would look even worse than the lazy TWD-Chapter if the game would also have quite a bunch of killswitched things.

    And their response that it is not gamebreaking is a nothingburger as well. I have seen the Killswitch being used for things which were less severe. E.g. I have seen a full map being killswitched because it had one Totem Spot where the Killer would not be able to snuff out a Boon. So that means IF this Map appeared AND a Totem was in that one specific spot AND a Survivor brought a Boon-Perk AND blessed that specific Totem… THEN it would have caused a problem. But even then, most likely less severe than Streetwise, which is just "equip the perk and do you thing" for the exploit to work.

  • Araphex
    Araphex Member Posts: 788

    Several of these bugs are simple fixes. Streetwise just needs an updated clamp based on a boolean indicating the player has the perk. In fact, all items should have clamps in place. But with Streetwise, it should be the original max value plus 80%, and probably adding a do once node can help. But it shouldn't really need that if coded correctly. But it wouldn't hurt to use a do once node on pickup (code for items should be an actor component already attached to the player character calculating the charges, thus not needing a do once node if applied correctly).

    But overall, several of these bugs are rather simple to fix. Not sure how they even made it to the live servers. Makes me wonder if the QA testers are even properly stress testing adequately, unless someone went in and changed the code last second without telling anyone, although that should have been known because it would show up on whatever they are using for source control.

    Overall I think it should have been killswitched as it is game-breaking. It's overpowered, especially paired with Scavenger for gens guaranteeing players a 50% increase in gen progression. Pairing with other gen progression perks, and 4 players using Streetwise... That would be 15 seconds to complete a gen if all 4 were on it together.

    That alone should cause it to be killswitched. Simple bug to fix, but it should have been killlswitched. Same with Clown being able to move around the map at high speeds, same with Blood Rush, Fog vials (Mostly due to an audio bug that muffles all sound even after a match, into the next), Michonnes audio (especially against the Plague), plus her perks, and so much more.

    It seems like someone forgot to set caps, switch booleans, all simple code fixes but have cause major issues on the live version of the game. These things would have been noticed immediately through testing, but they got through. They all need killswitched until fixed.

    BTW, hotfixes don't need to cross a lot of red tape on consoles as they are usually the same version as their previous major release but with fixes in place.

  • Crowman
    Crowman Member Posts: 10,100

    Saying they are simple to fix is not necessarily true. When you're talking about a big codebase, the problem can often be nested into other functions that you may not think to check first. Personally I would rather avoid making assumption about the difficulty of a bug fix since I've been down rabbits holes trying to fix a bug and finding the cause somewhere else.

    Then as I already there are processes that BHVR has to go through in order to deploy a hotfix.

  • Araphex
    Araphex Member Posts: 788

    You're literally talking to someone who has experience and an education in Game Design and UE5. I also have an understanding of how the processes usually work. It's been a week. There should of been a hotfix for several of these.

    It's simple.

  • Crowman
    Crowman Member Posts: 10,100

    If you want to play this card. I went to school for Game Design and Development and I have 8 years of experience as a Software Engineer.

    Playing backseat dev when you don't know the codebase is not very useful.

  • Araphex
    Araphex Member Posts: 788

    About the same. Like a said, simple boolean checks and clamps weren't put into place.

    are simple fixes.

  • Araphex
    Araphex Member Posts: 788

    Well I was going to say it's a simple fix, but their forum appears to have bugs as well and it would let me edit/correct my post.

    Its a simple fix because boolean checks and clamps are simple lines of code compared to something like state machines and systems(which can make up clamps and boolean checks). Both of which are what I'm experienced in in designing, coding, QA, bug fixing, etc.

    So, as a developer yourself, you should know that some simple debugging (UE5 has a great system for this) should help pinpoint the lines of code (or nodes if they are using blueprints), so they can fix them. If I were to work on Streetwise, it's most likely take me a day or two, even if they have spaghetti code because like I said... Simple boolean checks and clamps need adjustments or added.

  • KiddingJust
    KiddingJust Member Posts: 14

    Everyone should start flooding the forums, I feel like this is probably the most vocal the community has been for years regarding game bugs and whatnot considering the fact the update released in the worst state an update has been released in for a long time (Bugs, performance issues, low effort "map", meh content, half assed chapter in general, the community seems pretty fed up.

  • CLHL
    CLHL Member Posts: 429

    Hotfix in August? Let’s be realistic, it’s not going to happen. You probably don't remember when they went on Christmas holidays, leaving the game in a terrible state.

  • 4thdslip
    4thdslip Member Posts: 338

    Not just the forums, but you can also talk to various members of the team by replying to their Reddit account (I've forced them to give ETA on bugs there before because they love to reply to my comments), and the official Discord. You can also put a comment under their social media posts - I know there's two diligent Bluesky users who post Legion's buglist and a anti-FOMO comment on every single post, but we can all do that too, on every platform.

  • KiddingJust
    KiddingJust Member Posts: 14

    What happened with legion again?