So if you could make this happen now...that'd be great
https://steamcharts.com/app/555440 look at that game. it's dead right? right.
death garden has dedicated servers and it's dead. dead by daylight has no dedicated servers and it has 20k online consistently.
the money that you've made from the sale of dead by daylight itself, the roughly 1 dozen (give or take) dlcs and the $10 a piece outfits you're selling in dead by daylight are the entire reason your company has the money to even make death garden possible right?
yet you're refusing to give players a dedicated server(s) for the game that actually made you the money that put you in the position you're in right now? the position to make death garden. the position to make large sums off of dead by daylight. those things are possible because of us people who purchase your things. not you. and yea i'll freely say it's not because of you because of the amount of simplistic ######### you break with every patch lol.......multiple times over.
but you give dedicated servers to a dead ass game nobody wanted to begin with? we all wanted dead by daylight fixed and improved yet you never listen.
it took you 2 years to finally say on a dev stream that you were going to start listening to the community. you devs are seriously all over the place in your own heads and its nowhere even close to a logical thought process lol. you should be listening to the community the whole time. also by saying you're going to start listening to us now is basically saying every other time we were trying to get your attention you were basically ignoring our thoughts and ideas and giving us the finger.
whats wrong with you? seriously.....do you guys not like doing favors for people who do favors for you or something? nothing but greed.
pretty good job......nah i'm just stupid.
oh and i'm glad death garden died. hope u lost money on it.
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Deathgarden is a shooter that requires a higher level of precision to get right. This means the server likely needs to run at a higher tick rate than DbD does. For this reason, they can justify the cost of putting up dedicated servers for it.
DbD likely doesn't run at the same tick rate. I'd be very surprised if it did. Thusly, you cannot justify the cost.
Now, if they gave up on Deathgarden and those servers were then available, well, the costs are already sunk into them so.........
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dead by daylight hitboxes require just as much precision as a shooter (huntress axes?) let's not forgot how many times you get hit in this game......when you actually don't get hit. and death garden is clearly dead from the steamcharts link i posted. they have dedicated servers in 3 locations that should be ours to begin with. like i said our money from dbd made it possible for that game to fully exist. many games that require a small number of players per match have dedicated servers. free games on steam like brawhalla have dedicated servers, and its less popular than dbd and made nowhere near the money dbd has. i can list the countless games that have matches that consist of 8 or less people that have dedicated servers but i won't.
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F13 has em. And didn’t start with em either. Successfully proved that DbD has no reason not to have them, bye
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@DukeJukem said:
F13 has em. And didn’t start with em either. Successfully proved that DbD has no reason not to have them, bye
uh so you're saying a dead game with dedicated servers proves dead by daylight ( a popular game) doesn't need them? is that what i'm gathering? f13 died because of unkept promises, game breaking bugs and lastly the copyright lawsuit bs they just were threatened with this year. dedicated servers weren't a factor. not even sure why you typed all of that out honestly lol. may as well tell me the sky has air in it lol it would've been just as pointless. bye
No, I said the opposite. Read. Learn negatives of grammar
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@DukeJukem said:
lets not forget f13 was a kickstarter game, a game that required money from 3rd parties to exist, meaning the people making it didn't have the proper amount of money. yet they still found a way to give their playerbase dedicated serversThat was my point can you even read?
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@Jack11803 said:
@DukeJukem said:
lets not forget f13 was a kickstarter game, a game that required money from 3rd parties to exist, meaning the people making it didn't have the proper amount of money. yet they still found a way to give their playerbase dedicated serversThat was my point can you even read?
yea i can read sorry i didn't see the "not" in your poorly formed sentence. "Successfully proved that DbD has no reason not to have them, bye" thats not even the proper way to start a sentence off bro, sorry for not seeing the not in your ######### sentence. don't tell me how to properly grammar if u can't either. if you would've typed "successfully proving" instead of "successfully proved" then maybe you can axe me about my ability to read or grammar. we can all be grammar nazi fags bro
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i like how none of you ######### idiots understand the main point of this thread and that is that we are being ignored and are giving nothing for the money we give these people. stop with these stupid comparisons of other games (especially ######### dead games)
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### all of u then.
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I’m sure the devs would love to listen to your kind heart
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DBD does not require as much precision as a shooter, have you seen the size of the huntress axe hitboxes before they screwed them up?
Try again
Have you actually played any skill-based shooters? (COD does not count)
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@FrenziedRoach said:
DBD does not require as much precision as a shooter, have you seen the size of the huntress axe hitboxes before they screwed them up?Try again
Have you actually played any skill-based shooters? (COD does not count)
It’d be real nice if it had em though. And it is the cause of several cheaters getting away, and other bugs and issues with the game.
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In fact, let me spell it out for you plainly
Tick rate is the number of times a game updates it's state per second. When I looked it up a couple years back, a locally hosted game in Unreal Engine has a default tick rate of about 35 - that's 35 game state updates PER SECOND. It's this low for a reason - as the game not only has to send updates to the clients, but it has to compute and run the game for the host itself.
This game was created from the ground up with that tick rate in mind. And thus, it has been created from the ground up (poorly) to be lean on whatever host it runs on.
A shooter is a completely different beast. Not only because of the precision of headshots and so-forth, the game also has to compute the any projectiles that are not hit-scan, usually multiples.
But yes, please continue to act that one game is enough like the other RE
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@FrenziedRoach said:
In fact, let me spell it out for you plainlyTick rate is the number of times a game updates it's state per second. When I looked it up a couple years back, a locally hosted game in Unreal Engine has a default tick rate of about 35 - that's 35 game state updates PER SECOND. It's this low for a reason - as the game not only has to send updates to the clients, but it has to compute and run the game for the host itself.
This game was created from the ground up with that tick rate in mind. And thus, it has been created from the ground up (poorly) to be lean on whatever host it runs on.
A shooter is a completely different beast. Not only because of the precision of headshots and so-forth, the game also has to compute the any projectiles that are not hit-scan, usually multiples.
But yes, please continue to act that one game is enough like the other RE
The point is its be nice for dedicated servers to be added, and they need to re-code the spaghetti anyway.
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@Jack11803 said:
@FrenziedRoach said:
In fact, let me spell it out for you plainlyTick rate is the number of times a game updates it's state per second. When I looked it up a couple years back, a locally hosted game in Unreal Engine has a default tick rate of about 35 - that's 35 game state updates PER SECOND. It's this low for a reason - as the game not only has to send updates to the clients, but it has to compute and run the game for the host itself.
This game was created from the ground up with that tick rate in mind. And thus, it has been created from the ground up (poorly) to be lean on whatever host it runs on.
A shooter is a completely different beast. Not only because of the precision of headshots and so-forth, the game also has to compute the any projectiles that are not hit-scan, usually multiples.
But yes, please continue to act that one game is enough like the other RE
The point is its be nice for dedicated servers to be added, and they need to re-code the spaghetti anyway.
I won't argue that it would be nice - but I want people to be realistic before they go off on anger-fueled threads without considering what's involved and why certain decisions were made.
I think it was maybe Dave who pointed out that when they made this game, they expected to move 300k units total. it's far surpassed that, and they've been slowly trying to take this rubber-band powered bi-plane of a game they've created and slowly convert it piece by piece into the finely-tuned jet it deserves to be.
And yes, that means combing out the tangles in the spaghetti above all else.
But people don't think about that before they make requests like this. You can't just buy a bunch of servers and flip them on, you have to justify the cost of not only putting up the servers, but patching the client to connect to said servers.
One thing that many people don't realize about development... the older the software becomes, the harder and more expensive it becomes to make modifications to it. It's not like they can throw an extra steering wheel on this 18 wheeler and expect it to turn like an Indy Racecar FFS!
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