http://dbd.game/killswitch
Having survivors wearing actual heels would be a great addition
I know the Devs said it was complicated because they would need to rework the models but...how come so many games can do it but dbd can't? I'm thinking about Fortnite for example. They effortlessly integrated heels in their cosmetics and it didn't break the game whatsoever. Watching Ada running in those things make my head hurt and I refuse to buy her for this reason. We all know the RE4re outfit is coming as well, but I won't even look at it if she's wearing flats.
Bhvr loves to release countless cosmetics to rake up that good money and they would make even more with survivors wearing heels.
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I agree with you 👍
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how come so many games can do it but dbd can't?
Because games are not the same and all are build differently, with some games being able to support such features as they were build with it in mind from the beginning, while other games such as dbd, it was never thought about such things to begin with and needs to create new stuff that are required to support it.
That's not to say they can't do it, but with a game that was never originally intended to have it, it's not exactly as easy as one would think it is.
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A lot of things previously deemed impossible were found to be integrated in the game years later. I'm gonna go ahead and say what I truly think: bhvr is lazy. They can do it, it's possible and we know it. They just don't want to bother because they don't see the money in it.
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Considering that bhvr has done stuff in the past that didn't exactly make them money either but still did it, i don't believe it has anything to do with laziness, it's just not a high priority.
Also easy to claim laziness when we don't know what exactly it takes to update an already old game that didn't start out with basic features found in other games.
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Which is what you get with a lazy team that doesn't know how to code properly and breaks simple mechanics randomly with each update. Sounds like a skill issue from their part.
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Since you're such an expert on things, you tell me what goes into developing a 7 year old game, what the code looks like and what goes on behind the scenes to make stuff happen.
Of course since you've already shown to be incredibly assumptious about things you have no clue about like every other person who act like they're all the suddenly an expert at game development, i can almost guess what your response is gonna be, but let's see if you surprise me.
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I'm not a Dev, I have 0 reason to know any of this. What I can tell is that characters wearing heels are a thing in multiplayer games, everywhere. A game that's constantly in the top 30 most played online games and relying on cosmetics to make money has no reason not to implement something people have been asking for.
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How hard is it? Tell me all about something bhvr can't do but other Devs can, I'll wait right there :)
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I honestly don't think laziness is the factor here, nor is it primarily the money factor.
People often underestimate how difficult it can be to modify models/assets in games, even ones as simple as 2d games, if they don't have some form of base to use.
There's also the 2nd factor: DBD's code might as well be the example one should give when describing spaghetti code. They seldom make any changes without breaking something completely unrelated at the same time (how many times now were vaults broken, fixed, then broken again when the updates had nothing to do with vaults?). So I'm not exactly surprised BHVR is hesitant to make more changes than strictly necessary if there's no long-term objective or possibility of the majority of players appreciating it (sometimes ill-chosen but still, like who asked for only some people to be used as test dummies for hiding prestige? Why not just test it in a PTB or something? Lots of people on this very forum legit asked to no longer participate in that test).
It's likely they can in theory, you're probably right about that, but not enough people would really care to warrant the risk of breaking other things that will take dev-time and ressources to fix which reduces ressources that could be used for "bigger" things in their timetable (they are constantly on a timer after all).
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Thanks for this reply! Very insightful. But very worrying for the future of the game if they keep adding code to an already unstable pile, who's to say the game won't break completely at some point?
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You've posted 5k+ comments and more than a hundred posts on this website, I sincerely hope you've never addressed things out of your field like balancing, bugs, mechanics...since, you know, you know nothing about it and therefore can't give your opinion on the matter.
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For all their faults, BHVR tends to be pretty decent at mitigating the big messes.
Game-breaking bugs/issues (I'm talking stuff that would make the game downright unable to be played/launched, not balance issues) are very few and the handful of times it did happen were fixed in a matter of hours.
The whole reason why even small changes take so long to make is to minimize the risk of making people's PC or consoles catch fire or blue-screen on startup.
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They're too busy making backpacks! Let them breathe! 😡😡😡
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As a simple explanation of someone who does have some understanding of game dev:
Everything you see in game has to be animated, and the goal is to ensure all animations play smoothly and look correct. Preferably you want as many animations to be used by as many resources as possible (you don't want custom animations for all 30+ survivors if you don't have to). That's why we have the vault issue difference between male and female survivors, but not differences between say Dwight and Jeff or Ada and Nea.
This comes in many forms, managing going uphill/downhill, managing stairs, ensuring they don't clip through walls or their own bodies (or at least as much as possible), etc, etc. In the case of a walk/run animation, traditionally in games like Metal Gear Solid and alike, the animation is the animation, it doesn't change based on terrain, so feet kinda hover over where they would be placed and the animation plays normally.
Games later did animations that are then modified by the programmer to stick the foot to the floor by detecting terrain levels and adjusting the animation dynamically accordingly. This is seen in games like Dark Souls, where you get the ankle breakers kinda issue, but for the most part looks a lot better.
Nowadays there are a lot of modern techniques that to be honest I only have a passing knowledge of, but they have very sophisicated collison detection and animation altering algorithms to have characters move in believable means all the time. Returning to the point at the start of sharing animations, this is made much easier by characters being the same height and rough build. If you add high heels, you've got to move all animations slightly up for the added height of the heels and have to change all your animation logic to account for it so that the character's feet stick to terrain in all scenarios correctly, and animation weighting looks correct for every interation with regards to this new height.
I don't know for sure, cause I'm writing off top of my head, but I wouldn't be surprised to see with Ada (who has high heels), she uses the same animations as eveyone else, and there is a cheeky trick to mask the differences, like slightly shorter legs, or she herself is slightly smaller overall and her animation point is set higher. WOuld be fun to analyze exactly how she is made different.
My point is what you are asking for is not a trivial simple thing, it's actually a lot of work, for let's face, pretty little gain.
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Given how the skeletons are adjusted for each survivor I also find it somewhat hard to understand that it seems impossible to adjust ada's skeleton in a way that the animations work with her wearing high heels (just treat it like a boot). The only issue I could see is with going back and forth between flats and heels if you have to adjust the height of the overall character (but doing some leg-trickery to just make the legs shorter seems like a solution that could work without anyone noticing). Then again: Ada wears heels exclusively and won't receive a ton of cosmetics like the non-DLC characters so you don't have to worry about cosmetics working together.
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And countless charms, don't forget that.
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On point. You're right with the height, they already to that with characters wearing low boots with a bit of a heel so I have no idea why they can't do it with actual heels.
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