http://dbd.game/killswitch
Bug Fix Status Update
Comments
-
Nothing about mute focus not working properly in this hotfix?
0 -
Reality is they only did something when they got "sick of hearing it"
This incident is yet another piece of proof that the devs and community managers have no care about the game and community's wellbeing, and is all chalked up to PR and saving of face.
4 -
Thank you, BHVR, for nine years of hard work. As someone who works with development teams, I know the complexities of the software development cycle. While I share the community's concerns about recent issues and the focus on new content over technical debt, I urge everyone to show respect. Inflammatory comments directed at developers are demoralizing and unproductive.
Recently, BHVR's community engagement has felt dismissive, inaccurate, or inconsistent. I understand the challenge of communicating complex technical issues to a broad audience, and I encourage the community to offer constructive criticism of processes, not people.
Based on common development practices, I have some concerns about BHVR's content release schedule and resource management. Extending timelines, reducing the volume of new content, and dedicating more resources to improving existing development pipelines could improve efficiency and software stability. This would allow more time for quality assurance and testing, helping to prevent regressions and improve the overall player experience. Especially for those pesky issues that seem to come out of nowhere (likely engine updates to allow for item recharges for fog vials affecting perks like Streetwise, for example).
I'm excited to see what BHVR comes up with in this next September chapter (big fan of original content rather than licensed content, for the record!). Moving forward, I'm hoping the community shows BHVR a lot more respect and compassion. Remember, live service games with a 9 year old codebase are understandably difficult to develop and maintain!
-5 -
now how about the biggest bug, when i go back to main menu my mouse is automatically centered to the screen, makes me want to tear off my ocd hair
0 -
Fog Vial Bug #1: A map's natural fog effects, like from this swamp map, effect's the fog vial's fog effect.
Can the fog vials please set the opacity to a certain number, instead of increasing opacity by a certain number? This is the swamp map's natural fog effect, interacting with the fog vial.
Fog Vial Bug #2: Environmental lighting from the sky is affecting the fog vial's fog effect.
Fog Vial Bug #3: Environmental lighting from objects, like this fire barrel, is also affecting the fog vial's fog effect.
Additional Note: Having a +range addon, means the fog vials need to be balanced around having that addon. +Range doesn't just make the fog area bigger, it also makes it more difficult to see through an entire fog cloud, because the killer is looking through an extra 4 meters of fog effect.
Another Additional Note: It's awkward that the fog scales based on range. As in, trying to see a survivor when there is 10 meters of fog between the killer and survivor, is way harder than trying to see a survivor when there is 4 meters of fog between the killer and survivor. It basically means that the fog vials can have opacity nerfs, and still completely hide the survivor, because the fog cloud functionally "stacks with itself".
Post edited by Coffeecrashing on-3 -
Is the third one a bug? I would assume you're supposed to be able to see the fire barrel through the fog.
Is there something else here I'm missing? Genuinely.
3 -
The lighting from the fire barrel, is causing the fog effect to be massively brighter, which means people can't see the area around the fire barrel.
As in, if the fire barrel wasn't there, then it would have been much easier to see through the fog effect.
-5 -
I'm not sure, that still looks about right to me. Maybe I'm wrong.
It's definitely not as pronounced as the second screenshot though, that one's really noticeable.
5 -
This is also a screenshot of me being in the middle of a fog cloud.
Compare this, to the fire barrel screenshot.
-1 -
exactly this
2 -
I know that I can't tell the devs what to do, and that BHVR is a company that wants and needs to make money.
But, I still would really recommend slowing down the influx of new content to only few chapters a year.
With how many new bugs are introduced with every release, even making the gap between chapters 4 months instead of 3 would give the people who fix bugs way more time to iron out the many issues.
7 -
why is it every time something new and good is introduced for the survivors it seems it gets patched and weakened almost immediately but yet the killers don’t get nerfed lets be serious this game has proven over and over again that it is killer sided and it’s no wonder why bots were implemented because you can’t keep players playing survivor due to lack of listening to the survivors stop listening to these whining killers and making things easier for them and I’m saying this as a killer main player for the past couple of years I been trying out survivor and I can see why they complain maybe the company should start limiting these killers abilities and weapon usage to give the survivors a fare chance
-4 -
I would agree 💯! Truly
1 -
Same thing, let the chapters come out less often, but we will have a normal game, and not a bug after a bug
0 -
I just found this absolutely dreadful gen spawn on Hawkins:
Both of these are in THE SAME ROOM.
How is this fine in any way?
8 -
ewwwwwww !
3 -
How many goats did you sacrifice to get that kind of gen spawn whilst playing Knight? Gotta be three or four at least.
2 -
Three. Named Meg, Ace and Claudette.
3 -
iI've seen that once. truly an awful setup. I truly wish maps were purely hand crafted and had zero RNG but that's just me.
1 -
I know I am probably too late to have this heard- but I genuinely think using the PTB TWICE before bringing anything to Live.
It would grant you more chances to find bugs, some of which you might not have found in normal testing. I understand that you have limited time to do things- but that's why the PTB is useful. We can test the more niche interactions and normal gameplay while you can focus on the fundamentals of the programming.For an example of what I mean: Just do one PTB for initial "hey, we bug tested- now you're our stress test" and then another before launch that they can get to working on stuff BEFORE it hits live and reduce time wasted waiting for learn about the bugs.
Literally a single PTB extra and you will have gained WAY MORE time and data to work with just by sheer volume of PTB players.
(You could also add incentives such as a charm for the PTB for each new chapter. 1st PTB no longer going? You can get the cosmetic for helping figure this stuff out by playing a few games in the SECOND PTB- and show the community you've done your part!)
1 -
How about having more platforms participating in the PTB? More eyeballs more testing more data!
4 -
This wouldn't work for PlayStation or XBox. There's a reason why test servers/test builds are for PC. "But Open Betas!" Those are different. Yes, the idea of having more people in there is noble, but it would be an issue to deal with Microsoft, Sony, and Nintendo to get the PTB up on consoles. I do not blame them for that decision.
PTB does need some changes. A lot of people see the PTB as "early access to the new chapter" and not "a version of the game meant to test out and fine tune changes before the build goes live." However, these last 2 PTBs have felt like the devs ignored a lot of the feedback that came out of the PTBs.
1 -
Both Minecraft and DayZ have "experimental" versions available on Xbox, so it would be possible just requires work. I bet the PlayStations have something similar, and Epic also is left out on PC.
I do agree it does seem lots of feedback recently for the PTB's wasn't been taken into account as it should.
2 -
TBH about the fog vial. The nerf to them has made them unusable and no point in even bringing them. For once there was something strong for survivors that made the game fun. if there were balancing issues in terms of how many uses, it was fine to limited the uses, but to nerf opacity so bad, it literally has ruined the whole item and outplays that could be used with it. Meanwhile, killers are buffed to heaven, looking at you clown, and there is nothing to be done about it. There is no outrunning him, and there is rarely anything that can be done about chases with that killer, who is "perfectly balanced" according to bhvr.
I think the killswitch to streetwise was necessary as exploits aren't cool on either side, but please put the fog vials back in the way they were. It actually gave an edge to turn things back in the favor of the survivors especially dealing with killers that are buffed beyond a playable game.
2 -
It's not an outplay when there is an AoE that is literally 4 times the area of fog crystals, where the killer can't easily see through it, AND it blocks scratchmarks, AND it blocks survivor noises, AND it blocks auras. Outplay means the killer misplayed, which isn't possible if an item is literally forcing the killer into a guessing game.
Why are the fog vials still literally up to 4 times the size of fog crystals? Why are they still blocking survivor noises and auras? The fog vials are still way more annoying than the fog crystals, because it removes so many different types.
Like, seriously, does the person in charge of fog vials, know how the area of circles is calculated, and that doubling the radius of a circle, makes the area 4 times the size?
Fog vials never should have been its own item with addons. It should have been like flashbangs, where it's attached to a perk, and therefore doesn't have any addons.
-3 -
Fog vials never should have been its own item with addons. It should have been like flashbangs, where it's attached to a perk, and therefore doesn't have any addons.
Honestly, beside the (now useless) iri add-on, I don't think any of them are an issue.
The main issue is how inconsistent they are (which is why the feedback is so varied, each map makes them more or less see-though), and that they do everything at base.
1 -
It's combination of a few things:
- The fog is super thick on certain maps, or on certain parts of other maps
- The fog breaks some of the killer powers
- The fog is literally up to 4 times the size of fog crystals, AND it blocks scratchmarks, AND it blocks auras, AND it blocks survivor noises. That by itself is a strong item, even if it didn't have a visual fog effect at all, because it's literally a massive AoE that breaks multiple non-visual tracking methods. Quiet mode was by far the most popular survivor invitation power during the anniversary event, even though it had zero fog effects… and fog vials are extremely similar to being an AoE quiet mode.
-4 -
That inconsistency in how the Fog Vial looks on different maps is something the team's looking into 😀 While I don't have an update past that, it's certainly something that's on their radar.
2









