Why are the community so often Ignored?
I get it when we are all arguing because then how do you choose, but with the trapper being my prime example, EVERYONE, is suggesting things like carry two traps by default, or reset traps on the floor, and this applies to many other components throughout the game. Why?
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Not everything gets ignored tho, at least when it comes to ptb.
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It's not a matter of being ignored, the Trapper is on our to do list. We only have so much time to make changes with each update and we need to prioritize what we do. To use this coming mid-chapter as an example, we completely reworked a killer from the ground up. This takes a significant amount of time and doesn't leave much room for other changes.
We're constantly weighing our options, but we can't squeeze everything into one update; there's just not enough time. It doesn't mean we aren't listening, there are just more pressing issues that need to come first.
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I guess that's fair enough, but take your ptbs for example: often you will get alot of feedback, but nothing ever changes from the ptb onto the live server other than bugs. During the trappers buff ptb, everyone said that holding two traps should be default but nothing happened with that. Also (though this one is a worse example), im pretty sure the majority said dream snares don't slow survivors enough, but as far as i can tell, nothing is being changed from the freddy ptb (correct me if im wrong)
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We often make changes during or following a PTB based on feedback. Ghost Face received a bunch of changes during the PTB based on feedback and is now in a much better spot. The same goes for the Spirit. Following some minor changes, she went from being a little underwhelming during the initial PTB to arguably one of the most powerful killers in the game.
There are also some minor changes coming to Freddy based on feedback from the PTB. You can read up on them here: https://forum.deadbydaylight.com/en/discussion/77032/
(Towards the bottom, changes from the PTB to live and mentioned.)
Things like having a teleport indicator so generator aura perks don't get confusing while trying to teleport and the dream world being made darker come from community feedback. There may not always be time to do everything we'd like to do, but we do our best to get the changes in as soon as possible.
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It depends on the stats they got from the ptb and how they define what the power is meant to do.
The dream snare slowing a survivor down. You have to think about how much it slows them down by going through it compared to going around it. The latter still makes the loop shorter by a second or two but also leaves it viable which is probably by design. What you don't want is for it to make it so it's a guaranteed hit or it starts to feel cheap.
If looping is what the game is being designed around you can't completely remove it with a power such as the snares as they can be put down mid chase quickly where as the trapper or hag have to take time so they have the option and time to try and move somewhere else.
They are working to make all loops mind gameable so the power may then need adjusted and people will cry it's being nerfed for no reason. Freddy's map is the first one to have that rework so it makes sense to try and balance the power around what will become that norm.
The trapper well he needs a lot of love and I do agree at the time the 2 traps could have been given but they decided to make all the bags less rare instead.
They do listen to feedback but that doesn't mean it has to be implemented or they are ignoring it. It just means they may not agree or its not inline with their vision of what it should do.
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shouldnt be there 1 group focus on balancing killer and 2nd group of balancing perk , ?
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I personally think that Trapper should start with ALL his traps in his hand/bag. I mean, if I go hunting, I also don't have all my traps scattered around the map... I need to place them first. I think that will already be a great buff to Trapper without much effort.
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fair enough. The teleport changes were very needed, and i agree that the spirit changes were a blessing. I can see where you're coming from and maybe i was wrong, i just wish some changes would come before others
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I get that but then it would be unrealistic to carry all of them. I think there should be code stopping the traps from spawning within a certain radius of the outer edge of the map, so they dont just spawn in the corner
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I would like to see some of their surveys to see if they actually listen to our feedback.
I'm sure when the survey dropped about a Battlepass, we all thought it was a good idea...
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You need to realize that a video game is just a piece of software, and there is only so much manpower you have available to work on that software at any given time. That means you have to prioritize some things over others. If you have 100 team members that work 40 hour weeks, that means you have 4k hours a week to do work. If you have 200k hours worth of work to do, well you can see why they can't just do it all in one week. This is just an example but it illustrates what game dev is actually like.
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Ghostface in a better spot LMAO.
He got a huge nerf with the detection increase, I can literally look at him by accident and reveal him and remove his power.
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Exactly lol. They nerfed him shortly after release. The Freddy changes are still the same from PTB.
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Nothing was changed about his very rare addon that gives hemmorage because its just a waste of addon and bp since hemmorage itself dosen't help a killer.
Edit : forgot to mention that its also completely useless if you pair it with the pallet addon.
Re-Edit : the addon actually applies the hemmorage but the pools of blood are small as #########, and barely visible during a chase soo if you plan to use this, make sure to pop in lery's or the game offering, otherwise just use a better solution called SLOPPY BUTCHER that slows the healing and increases the pools of blood left by survivors.
Post edited by Ghostingmyteammates on0 -
There are often changes from PTB to the live-version.
Killers finally got one request granted, hatch-closing. It worked all on the PTB and finally the hatch mechanic was fair, so of course it had to be changed for the live-build so that it was back to being as brokenly unfair as before, it just takes up less time.
The entire point of requesting hatch-closing was removed, by making it so the gates automatically got powered. Was any similar rubber-band base feature included for the other EGC scenario where the survivors have done-well, giving the killer a slight chance? Of course not.
It's not so much that many things need doing and the devs can only do so much at once, but the skewed priorities of the order in which they are going through them at treacle-pace and the even more skewed implementation that makes sure there's always a sting-in-the-tail for killers.
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I'd LOVE to see that to do list!
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