knell

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knell
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  • There's a quote attributed to one of the most famous board game designers, Reiner Knizia: "When playing a game, the goal is to win, but it is the goal that is important, not the winning." In other words, the outcome of "winning" isn't everything, but people playing the game (any game) should always be striving to win. Game…
  • I see some people stating that they are only playing because they've already paid for it. But how many more hours of playing this game would it take for you to actually quit playing, especially if you are not enjoying yourself for the majority of it? Even if you had only played 100 hours and paid $100 for the game and its…
  • Hasten Healing - 1. +50% healing speed, does it just mean 150%? 2. Does it stack with other buffs and debuffs? Does it stack with itself? 3. What constitutes "physically demanding feats"? Electrophobia - 1. How much does '5% Hindered' actually do? If they normally run 4.0 m/s, then what are they at '5% Hindered'? Boon:…
  • Let's say there is a queue (in the same region, around the same time) that looks like below with its role, MMR, and preferred matchmaking type. Surv 500 Speed Surv 500 Speed Surv 500 Quality Surv 500 Quality Kill 500 Speed Surv 1000 Speed Surv 1000 Quality Surv 1000 Quality Surv 1000 Quality Kill 1000 Quality Now, if there…
  • Since there have been several suggestions in this thread that promoted separating those who want quality matchmaking vs fast matchmaking, I'm going to bring up why BHVR has probably not done that. By separating the queue into "quality" lobbies and "fast" lobbies, you are actually dividing up the pool of available…
  • Your "compromise" is simply yielding to the whims of children who are the type to throw tantrums at the drop of a hat. We actually don't want those types of people polluting majority of the matches because they are ultimately detrimental to this game. We want them gone. Personally I rather have a much smaller population of…
  • Remove DC penalties. This encourages players to give there team a bot. However, prevent players from re-queing until the bot dies or escapes. So players who don't want to wait until the bot dies or escapes will continue to just kill themselves on hook. How does that change anything? This will only reinforce childish,…
  • I guess what I was wondering is when the matchmaking expands, it should be much easier for the middle 80% of the ratings curve to immediately find a game with each other than for the top and bottom 10% to find a game with players within that 80%. Just wanted to make sure that top and bottom players are not being matched…
  • When the matchmaking system "gradually expand its search range," does it prioritize the outer ends of the population bell curve? For example, if the MMR ranges from 0 to 100, does it give priorities for 0s and 100s (with the least numbers of players) over 10s and 90s so that 0s will much more likely to be matched with 5s…
  • Made a thread earlier about this - didn't realize it was a duplicate. Can't believe it's been going for four months. Platform - PS5 Issue - Hitting all skill checks, but at the 7th skill check on one generator, and the 10th skill check on another generator, despite the arrows being right in the middle of the skill checks,…
  • They should just take away the self unhook mechanic unless they are using a special perk for it. They then decide to AFK, troll, or work with the killer? Get them banned. Make the ban much more harsh after the first one. Make the decrement slower and longer lasting. We really don't need hand-wringing children whose parents…
  • Is it maybe possible that the skill checks for Merciless Storm is being overlapped with a normal skill check which we can't see?
  • Assuming you have already brought forth this long-time concern from the community to the other development teams while ago, and that you have also already gave them your suggestion of locking lobbies, why has it not been tested yet to see if it helps? It would seem like it would be one of the top priorities to help new…
  • How about 1 (or 2, or whatever is more balanced and doesn't change the kill rate) radius complete visibility and everything else completely black? That way there is the added benefit of having less inconsistency between monitors (/pc) and televisions (/consoles) also. edit: I think part of the problem is that players end…
  • Will you also give us some stats on the Solo-SWF gap? Did the new hud help? Any difference between Solo-SWF gap at high, med, and low MMRs? How about Solo-SWF gap for different killers? Are the gaps for, say, Cenobite or Skull Merchant, the same as for Wesker or Huntress?
  • I kept getting a trophy every time I loaded in (since yesterday?), and thought they were just ones that I had earned on ps4 - but I just got the "Swirling Death" trophy from the Huntress and I knew I haven't thrown 1000 hatches. I'm guessing this is what it is - I was afraid someone was playing on my account or something.
  • Kindred is helpful, I agree. I use it frequently also. But the whole idea of Survivor HUD was to give solo-queue players the same information that are available to SWF members without the need to use up a perk slot - after all, the information is available to SWF without the need to fill their perk slot, right? In…
  • Just started on the "The Last Place You Look" challenge (Unlock 8 chests) on Tomb 13 Level 3 (PS4 US Eastern Region), opened 3 chests, but did not get credit for any of them. I noticed that there were lots of other challenges that weren't keeping track of completions also (I think mainly in the Halloween Tomb) in the last…
  • Like I said, you have this notion of "intended win condition" or "true representation of the survivor win condition" and now, "faulty win condition." And like I stated, I don't.
  • Like I said, to me, it's pretty clear what the current game objective is - "Escape the Trial." That is what is mentioned in the tutorial/game manual and their official website. But it's obviously confusing a lot of players, so like you said, BHVR should probably clarify what the game objective is, given that win condition…
  • I'm not sure what's vague or nebulous about "Escaping the trial." Why would you assume it's a team-based goal? As it stands right now, it's clearly written that survivors' objective is for them to escape the trial, nothing more and nothing less (that is, unless it's written somewhere that the majority of the survivors must…
  • As it is currently stated in both the game tutorial and in their official webpage, for survivors, 'Escaping the trial' is their win condition. Nowhere does it say anything like, 'Have 2 or more survivors escape the trial to win.' Would it be a better game if that was the case (like in most many vs one asymmetrical…
  • Unless the developers are assuming that players are able to play all the killers at a similar skill level, then it wouldn't work very well. (But if that's the case, then why would they separate the ratings in the first place?) For example, let's say I only have played the above three killers - 900, 1200, and 1600. If the…
  • You should really sticky something like this at the top - or make a FAQ which includes information like these that lay out the basic fundamentals of how matchmaking systems like ELO/Glicko/TrueSkill are usually created, and why they usually only consider win conditions and not players' performance levels within each…
  • It's important to understand that the utility of MMR is even more important and helpful in games with RNGs. As I emphasized in the previous posts, MMRs account for *everything* that happens within the game, and that includes elements of any RNGs. So *over the course of many games*, MMRs will still end up matching players…
  • Just to be clear: Under the current in-game tutorial: "Survivors: How To Win - The primary objective of a Survivor in a trial is to escape." There's absolutely nothing about needing to escape as a team mentioned in order to win. If it were, it would say something like, "The primary objective of Survivors is to have 2 or…
  • Part of the problem is that most people here aren't able to define "skill" in regard to pvp games - they can give examples on what they *think* are skills, but can't give a specific definition nor can they explain why they should be considered as being "skillful". It doesn't matter if a chess player can juggle all 16 chess…
  • If I were the community manager and read this, I would instantly bring it to the attention of upper management, who would probably then advice me to not say anything. Even if I were told by them to inform players of what their current intentions are, I would probably still have to wait until the legal team can review every…
  • As humans doing our very best, let's strive together to learn from our mistakes and not repeat them. None of us are perfect, but we can always try to be better. I do appreciate you admitting that you were wrong about that subject - I don't think most people on this forum has the decency to do that.
  • Just like how others on this forum could have read your original post about chess and (possibly) some fighting games using TrueSkill with random additional variables? And then they'll continue to spread these false information on the internet, convinced that they're true, just like you were? If you aren't sure of…
  • I tried to find your claims online about SFIV and BlazBlue developers using Trueskill and then deciding to add other variable metrics such as "offensiveness, defensiveness, execution of combinations" (your words), but I haven't had any success - please cite your sources. It's absolutely counterintuitive to me, given that…
  • "Chess factors in not only flat wins and losses, but time spent in game and number of moves. Fighting games that used the TrueSkill rating system judged you not only on wins and losses, but factors such as offensiveness, defensiveness, execution of combinations." Please cite sources. Chess usually uses ELO or Glicko rating…
  • *All the basic elements of a MMR system are present in the emblem system; assessment, ratings moving up and down accordingly and matching based on what ranking that rating gave you. Do you see what's missing from the list of factors you just presented in the Emblem system? The win condition. Do you know the most important…
  • *You are wrong, in the interview that was quoted by you the developers themselves stated that the win condition they upheld wasn't that straight forward. The emblem system represented this and was what they used. That seems to simply be your assertion to fit your narrative. You are more than welcome to provide direct,…
  • *Well, you are aiming at win and that is fine. The developers are the ones that determine a win and as pointed out they stated it isn't clear cut and a gradient. Which is inline with the criteria of the emblem system. Therefore the emblems used for the MMR was them standing by what they stated and it not just being lip…
  • *Based on anything a developer wants, there are many aspects to determining skill factors. Acting like it can only a single element is simply amisconception on your end to suit your narrative. Oops, you were so close, and yet you are still so far away. Please continue to go educate yourself on what MMR is, and come back to…
  • *A match making rating system assigns a number to find similar people of a similar skill level. The emblem system assigned you a number, based on an assessment of your abilities and skills to achieve specific criteria in the game. Perform well and your number goes up, perform poorly and it goes down. MMR assigns a number…
  • Then your comment simply indicates you have no understanding of what MMR is, and I request you do some research on it first before continually embarrassing yourself. No one with some basic understanding of MMR and the Emblem system would agree with you. The miniscule number of references you provided, I've addressed all of…
  • *You must be unable to separate your view of what a win is with what the developers stated and how it was implemented in the game. My views on a win and loss were also different a 3 or 4k is a killer win, 2k/2e a draw, 3e or 4e a survivor win. I don't care about your personal views - the only thing that matters are…
  • *Moving from a ranking system to a MMR, literally a different ranking system. Rating people and placing them in order to match them up according to their standing, is ranking them. All they did is change the parameters from emblems to escapes/kills to determine ones ranking aka changed the win condition (for the system)…
  • *You claimed: The win condition hasn't changed, the change in the match making system clearly indicates otherwise. It might be an improvement, the old system was maybe flawed and yet it is a MMR system regardless. We agreed upon the fact that MMR is driven by the win condition defined by its parameters. It simply changed!…
  • *You have admitted it isn't the only time they stated that a win isn't clear cut, on the forums, QNA, interviews. Either way we provided the word of the devs as requested, you can act like it is a lip service and yet nowhere did they state that. I've already explained why your examples are insufficient. Instead of crying…
  • *They are explained in the tutorial... after explaining the basic idea of the game. That's how you teach people. You start with the most basic possible idea, then get more specific. You know what the most basic (and most important) idea is in any game design? The win condition. You teach people the ultimate goal of why you…
  • *How is a tutorial supposed to explain the nuance in positive outcomes with regards to things like bloodpoints and pipping when new players don't even know what those things are? Telling players to just try to escape is the clearest most understandable message to give to players who have no clue how the game works. I have…
  • *You asked to quote the devs, which was done, even using the exact same interview that you based your argument on. Yet now you protest hard that we are using quotes from the developers when they defined a win. Their responses to the community in their QnA's, interviews are exactly what you asked for to be used as the…
  • *Is you agree they have avoided making clear statements on what a win is, you cannot claim that the one line in the tutorial is the undisputed champion of what that is. If the game is so clear on what a win is, then by that logic it would have been easy for them to simply refer to that. Yet they talked about gradients, not…
  • *If the player is selfish, but still doing objectives and helping the team, that's fine. I don't care if they save me because they think it's the right thing to do or if they save me because they know it increases their odds of them personally escaping. I just care that they save me. My post is aimed at the legions of…
  • *I have said at length why I feel it hurts the game for selfish but less skilled survivors to have a higher MMR. They will eventually face stronger killers, but they will also be matched with stronger teammates... Who will be forced to carry in order for the selfish player to leave them to die at the first sign of trouble.…
  • *Them defining the win condition and stating it isn't suitable for e-sports, just means that the win condition in the game doesn't work for that type of environment. It doesn't change the fact that it is the win condition of the game according to the developers. Yes, that's exactly he was saying. Win condition for…
  • *"One of the difficulties is that the game does not have a clear-cut win/lose condition. It's more of a gradient of did I have a good game, do I feel like I’ve accomplished much, was it fun?" This isn't specific for killers, it is across the board. You claim it is speculative what I state and not a developers clear words.…
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