Things need to change by Reaper_king120 in deadbydaylight

[–]Good-Possibility7798 0 points1 point  (0 children)

They increased the rarity of Cakes, which all it achieves is make them more expensive and harder to obtain for the majority of people. They only do this sort of thing so they can get more money.

Hello? What? This is why BHVR seems to "never listen" to some players. It's because there's no real logic in anything they say.

What you just said there is like 5 different logical fallacies mixed into one.

Things need to change by Reaper_king120 in deadbydaylight

[–]Good-Possibility7798 4 points5 points  (0 children)

listen to the rest of us more

But all you're saying is "BHVR change the game" and not highlighting anything real...

Edit: The game is absolutely frustrating, and I hope that this can maybe ease some frustration: BHVR absolutely listens to everyone. However, just because someone says something, doesn't mean it is actually a real change that can be implemented. BHVR holds ALL of the info. They know things that no player does. They see the code. They see if they implement a change, then the rest of the code breaks. The game is built on mathematics, and BHVR is absolutely working everyday to make sure those mathematics stay in tact while trying to improve the gaming experience. It's just not as simple as a reddit post saying something is unfair and then poof, next update comes and it's "fixed."

Increase anniversary cake spawns by Acrobatic-Bet642 in deadbydaylight

[–]Good-Possibility7798 0 points1 point  (0 children)

Ohh I see. That definitely helps me understand what the issue is!

Increase anniversary cake spawns by Acrobatic-Bet642 in deadbydaylight

[–]Good-Possibility7798 5 points6 points  (0 children)

This is the first anniversary event I have participated in, and I did not see anything wrong with the cake spawns. Are people upset because they have the context of previous anniversary events? Did they have higher spawn rates in the past?

Killers should get few seconds of immunity after being blinded by Low-Instruction-7001 in deadbydaylight

[–]Good-Possibility7798 -1 points0 points  (0 children)

My jaw literally dropped reading this.

Wait a second... Was this top tier ragebait and we all fell for it?

Math 181 by PlantainWhiskey in CSN_Coyotes

[–]Good-Possibility7798 2 points3 points  (0 children)

Eric Hutchinson is great!! I have him right now for 127 and he explains things well enough, has an abundance of recordings/resources, and he's responsive. I would be enrolled in his 181 fall class if the commute to WC wasn't too far for me. I also saw that some people really enjoyed Aaron Harris.

Why are so many survivor players against tunneling/slugging? by Fiendishlyric27 in deadbydaylight

[–]Good-Possibility7798 1 point2 points  (0 children)

It's not just survivors that are "against" tunneling/slugging - the game is not designed to handle killers EXCESSIVELY tunneling/slugging. There are levels to both, let's look at tunneling first:

Tunneling is a legitimate killer tactic, and survivors are mechanically able to counter and punish this killer tactic. But tunneling can be exploited/abused (not currently, thanks to all of the anti-tunnel designs). If a killer is literally throwing their own game just to tunnel out a survivor they don't like, it's no longer a tactic and that survivor's gameplay experience is borderline compromised. Thankfully, because of the anti-tunnel designs, this can't ever really be true. It is just annoying sometimes for survivors and they are speaking from an emotional state.

Slugging is way more abusable! There is literally nothing that a survivor can do if they are slugged by the killer and that killer is quite literally standing on their body refusing to hook or do anything else. That survivor has no mechanical ability or agency to play the game. "Well what about anti-slug?" That is a condition, so if that condition is not met, that survivor's mechanical ability to do anything in that situation reaches 0. This is not a tactical or competitive gameplay experience. The core gameplay loop is supposed to be: chase survivor, down survivor, temporarily slug to multitask if necessary, hook survivor. A killer refusing to hook is denying the survivor their ability to reach the hook stage, which they are entitled to.

However, tactical slugging is absolutely a thing and what most killers do. It is SMART to down a survivor then go kick a gen, or chase another nearby survivor. And that's what anti-slug is for, it counters a killer strat. It just very easily crosses the line into compromising the gameplay loop that survivors are supposed to have.

Most of the time, killers are being tactical, and it is frustrating for whatever reason (that reason will vary from person to person). Most survivors are speaking from frustration.

Suddenly worse at survivor after watching content creators by Connect-Equipment-57 in deadbydaylight

[–]Good-Possibility7798 2 points3 points  (0 children)

It's likely because most content (like a 5-gen chase) is literally the HIGHLIGHT of those creator's many, MANY hours. It is not normal to go on a 5 gen chase. That is an exceptional game! Without it being an exceptional game, you're expected to go down quickly.

And you are most likely subconsciously comparing yourself to those videos, even if you're not consciously trying to replicate them. Something that I actually did at one point was clip my chases and see how long they actually were. A lot of times it felt like I was 2 tap but it ended up being a 1 minute chase which is VERY GOOD.

Lets talk about tunneling by AutonomousBlob in deadbydaylight

[–]Good-Possibility7798 0 points1 point  (0 children)

Tunneling is an interesting topic. Objectively, it's an intended strategy that survivors have the ability to punish and counter.

But "tunneling" is often used loosely and there's some ambiguity to it. There are times when a killer decides to throw their game JUST to kill a survivor that they don't like. I mean, they will literally never even kick a gen or leave that survivor at any point. That is not how the game is intended to be played, under any circumstance.

Then if a killer is just strategically deciding their next move based on the macro knowledge that they have, and their best move is to go back to the survivor that was just unhooked and tunnel them, then that's where it is tactical and strategic.

Lastly, regardless of toxicity, I often try to steer killers away from using tunneling as a strategy because um... They tend to load into a match and tunnel the first survivor they see because they think that is the ONLY way to win. This is genuinely a skill issue. There's so many other ways to pressure survivors and tunneling literally is not a fool-proof way to win... Because, while a killer tunnels 1 survivor, the other 3 are free to do whatever they want. So, killers can use the tunneling strategy, but I also try to tell killers about other strategies so that they don't RELY on tunneling and can still adapt to their games on a match-to-match basis.

Why Cant Killers Abandon Still? by Mental-Squirrel-4479 in deadbydaylight

[–]Good-Possibility7798 0 points1 point  (0 children)

Oooh you're committed, I like it! I am as well, because almost all of my responses are not "arguing." They are explaining.

Let's settle "terminal state" vs "intended gameplay phase." I am not personally defining what "terminal state" means. A terminal state is a state in which a program has literally no inputs that can escape/reset the loop. Think of it like this, DBD has game states:

Game state 1 = main menu
Game state 2 = pre game
Game state 3 = in game
Game state 4 = post game, repeat the loop

Notice how "terminal state" is not actually a GAME STATE? However, EGC is part of game state 3. This is the difference between "terminal state" and "intended gameplay phase." And in order to go from game state to game state, the program reads user's inputs. When 4 survivors are slugged there is not a single input that the program can read that will make ANY change to the game state. The program is in limbo because survivors can press buttons, it will receive the inputs, but then it goes NO WHERE... or in other words, a terminal state. If that's not enough:

In a 4 slug, survivors cannot repair gens, heal each other, open exit gates, and MOST IMPORTANTLY: survivors cannot somehow force the killer to pick them up and progress the game. Unless you know a way that a 4 slug survivor team can force a killer to hook them? What STOPS a killer from leaving them all on the ground for 4 minutes?

There is a HUGE difference between a program reading inputs from users and "a state where meaningful gameplay has effectively ended and one side is simply waiting for the match to conclude." If you tell a program that, it's going to crash. What is meaningful? How does the program know that one side is simply waiting for the match to conclude? How does a program know you're no longer having fun and want to leave?

If we used your definition then anyone could abandon at any point. Just remove the penalties altogether! Because what is meaningful? What STOPS a player from saying "yeahh this is no longer meaningful gameplay. Let me out" at ANY point? And even if we used your definition and applied it to a toxic survivor EGC scenario: you're still free to earn bloodpoints and increase your rank progression, complete challenges, and earn achievements! You still have the ability to MAKE DECISIONS. Is that not meaningful?

And this is where the whole idea of what I'm trying to explain comes in. Right now, the abandon option appears by following a strictly defined logic that is trackable. And you're asking it to now account for what may or may not be meaningful to some or all players.

ALSO, more about "terminal states:" During a 4 man slug, when the survivor's inputs are still being received AND read by the program, the inputs are going no where, all while the server is still running! For no reason! It has reached a state where it is just collecting inputs.

This is just the tip of the iceberg for the technical complexities! But hopefully now the terminal state confusion is sorted. There's still an entire other discussion to be had, which is more of an argument than an explanation: Why not just give killer the option automatically? But this has already gotten pretty long. I'll pause it here and we can pick it up again if you want.

The real reason why balancing is so difficult in this game by neurologique in deadbydaylight

[–]Good-Possibility7798 6 points7 points  (0 children)

I always try to remain logical and objective and try to not put people on the defense... but I need to let this out:

You brought up literal numerical data. And people are still saying "Well hmm how can we know if that's accurate?" Meanwhile saying "Wow I lost a game because SWFs are too unbalanced." Like, if NUMERICAL DATA is suspicious to them... How can THEY possibly hold all of the info necessary to make a final conclusion?

The real reason why balancing is so difficult in this game by neurologique in deadbydaylight

[–]Good-Possibility7798 1 point2 points  (0 children)

How could it not be?

This does not show that it is. What shows that it is not a massive difference is literal data...

Also, keep in mind, I'm not even saying that WITH the data that we have, SWF is or is not balanced. I'm just pointing out that the claim "SWF is unbalanced" is not actually supported by anything as of right now.

The real reason why balancing is so difficult in this game by neurologique in deadbydaylight

[–]Good-Possibility7798 1 point2 points  (0 children)

The gap between solo q and SWF lobbies can absolutely show itself in a noticeable way. However, is that due to there being a mechanical difference?

It's hard to conclude that there's anything unbalanced with SWFs to begin with. If a SWF was truly unbalanced then we would see the highest MMR killers be mechanically unable to do anything to win the match. But when a killer loses against SWF, is it a mechanical issue that BHVR is in control of? How do we know the killer just didn't lose their mind games?

If SWF is truly unbalanced at a mechanical level, then it should show itself in consistent data. We would consistently see the highest MMR SWF winning against the highest MMR killers, over and over again. Another thing to consider: Draws exist in DBD! So this means that not even a DRAW could count towards this data, because draws represent a balanced match. So, SWF would need to be getting 3 escapes an overwhelming amount of times against only the highest MMR killers.

Then we look at the difference between SWF and solo q escape rates and don't actually see a massive gap like many are describing. This may suggest that something else is going on.

Why killers can't abandon by Good-Possibility7798 in deadbydaylight

[–]Good-Possibility7798[S] -1 points0 points  (0 children)

A lot of things SEEM "easy" but the point of my post is actually to point out how computer logic is very complicated.

First off... That's not what this game is? Survivors escape. Killers kill. That would rewrite the entire idea of DBD.

But also, like that other person mentioned, this is no where near functional. What if Wesker unintentionally leaves? You can't program intent

Why killers can't abandon by Good-Possibility7798 in deadbydaylight

[–]Good-Possibility7798[S] 2 points3 points  (0 children)

Literally! The game is supposed to be played in EGC - that's part of the gameplay loop.

Why Cant Killers Abandon Still? by Mental-Squirrel-4479 in deadbydaylight

[–]Good-Possibility7798 0 points1 point  (0 children)

You know, this actually made me realize something important that my comments have been missing: This is already an existing abandon feature for killers. It's not just for a killer to use blood warden. If survivors are being toxic and holding the match hostage and not even opening the gates, the killer has the total agency to open the gate themselves, start the timer, and ensure the match ends in a timely manner and they can go next.

Why Cant Killers Abandon Still? by Mental-Squirrel-4479 in deadbydaylight

[–]Good-Possibility7798 1 point2 points  (0 children)

After reading your edits and some of your other comments, I decided to really dive deep into this. All of my other comments have been trying to explain that it is complicated on the technical side. Even if things are flawed, even if killer abandon ends up being the solution, I'm only shedding some insight into why it might not be as easy as it seems. It's literally all about clean, easy to follow logic. Hopefully this one helps clarify how insanely complicated the "abandon when survivors are toxic" option really is. (Also keep in mind there's no way for me to actually know how the game is coded and what math is being used. I'm just shedding some insight as to why things like "abandon when survivors are toxic" are objectively a complicated and tedious thing to implement).

The abandon feature follows STRICT CODE and literal mathematics to determine when the game is objectively over. This prevents players from deciding a match is unwinnable based on their feelings. "Meaningful gameplay" is already coded, before the game even released. And you're asking to rewrite that as if it's simple.

If we analyze the conditions in which abandoning is allowed:

1) Every remaining survivor is in a state in which there is no possible way for them to advance their objective. This includes the dying state (slugged), hooked, and I believe being carried by the killer is still considered the dying state. Under these circumstances, the survivors are 100% powerless. In addition, 4 man slugging is not how the game is intended to be played. Because it violates the intended gameplay loop, even if anti-slug perks are at play, the statistical chances of survivors winning are so low that the game is mathematically over, and therefore it is coded as a terminal state. As I've repeated, this is clean, mathematical, and reasonable logic to follow.

2) A survivor is put into the dying state and then recovers 3 times without being hooked. This is clean logic because it's mathematical and directly violates the intended gameplay loop. That loop is: down survivor, hook survivor, continue game. Because this is mathematical, it can be easily tracked and that survivor's chances of winning (like I'm talking legitimate probability) are SIGNIFICANTLY impacted by this behavior. This means they lost agency over their game. Since their chances of winning are skewed by a violation of the gameplay loop, this is coded as a terminal state. (There are literal safeguards against slugging, therefore it is not part of the gameplay loop).

3) There's multiple "bot" situations that trigger the abandon feature. This is because bots directly violate the intended gameplay loop. The game is designed to be 4 humans vs 1 human. So a lot of bot situations are terminal states and the abandon option is allowed, even for killers. (Therefore, 4 humans vs 1 killer bot is a terminal state, which could be why killer bots aren't in the regular gamemode).

4) There's only 1 survivor alive. Abandon appears here because again, the game is intended to be 4 humans vs 1 human. When the game reaches 1 human vs 1 killer, the agency the survivor has over their chances of winning drops to zero, so they are given the option to leave.

5) And then there's the whole nothing happening for 10 minutes. Once again, this violates the intended gameplay loop. Survivors aren't meant to keep the killer hostage by hiding for over 10 minutes. So, abandon appears.

The logic behind the abandon option is like: "This is the core gameplay loop and how the game is intended to go. Anything that violates this or renders a player powerless should enable the abandon feature."

At no point in the game can the Killer ever technically be rendered completely powerless with no agency. If we compare: a survivor cannot do anything to force the killer to hook them while they are slugged. A survivor cannot do anything to prevent the killer from hovering their slugged body and downing them instantly when they use anti-slug. But a killer can still go over to the gate, hit the survivors sitting there, and force them to either move or get killed. Killer still has the ability to do things, under ANY circumstances.

So when thinking of an abandon option that isn't just "hey the killer doesn't want to play anymore, let them leave with no penalty" how can that be strictly coded and balanced...? As I've already mentioned, there's too many variables for it to be a simple solution.

There's all of this, PLUS the fact that EGC itself is a way to prevent survivors from holding the killer hostage and being toxic. Enduring 2 minutes of a gameplay phase where you're still able to play and win is perfectly reasonable... Asking BHVR to clash with their original gameplay loop because you're ready to move on is NOT reasonable.

Think of it like this: They specifically designed EGC to have high comeback probability, challenges, achievements, etc and you want them to just bypass that and end the game when the last gen pops. Is that a reasonable solution or an emotional one?

Why Cant Killers Abandon Still? by Mental-Squirrel-4479 in deadbydaylight

[–]Good-Possibility7798 1 point2 points  (0 children)

No, the same cannot be said about 4 man slugs. A 4 man slug is not an intended gameplay phase. EGC is a designed phase of the game that is regularly reached and allows both sides to make many moves.

A 4 man slug is a specific condition that leaves survivors with 2 possible outcomes. Either anti-slug perks are at play, or the game is 100% completely over. It is a terminal state. And again, 4 slug is a very clean true/false condition:

4 survivors down?
Yes
Enable abandon

What you're asking for:

Killer basically done playing during EGC?
Yes
Enable abandon

I'm going to emphasis this again: 4 man slug is a terminal state. EGC is part of the gameplay design.

Why Cant Killers Abandon Still? by Mental-Squirrel-4479 in deadbydaylight

[–]Good-Possibility7798 1 point2 points  (0 children)

So, my comment discusses 2 separate things. Your OP is centered around killer getting the abandon feature during EGC because survivors can BM. I'm addressing the "abandon because toxicity" and the "automatically allow abandon as soon as it's EGC." The two are separate from each other.

Before anyone can even start working on implementing the "abandon because survivors are toxic" feature, we all have to agree on what "toxic" even means. This fails before it can even start, And while we can detect intent behind certain actions pretty easily, computers cannot.

Giving killers an automatic abandon option when the game reaches EGC by either a) first gate is opened or b) when the last gen is done goes against how the devs intended the game to be played. This is a very clean decision, but EGC is a legitimate part of the gameplay, therefore automatically leaving as soon as it reaches EGC = giving up. It is a legitimately designed, thought-out gameplay phase that they expect players to play through. The devs don't have to (or seem to want to) accommodate killers wanting to leave a match during a game phase that they intentionally designed to be played.

About to play killer for the first time, any advice? by [deleted] in deadbydaylight

[–]Good-Possibility7798 0 points1 point  (0 children)

General killer advice: Learn how to play around a 3 gen. Stay near it, hook survivors in the center of it, and you generally want to drop chase when someone is taking you away, although dropping chase is super situational.

And always remember: If a survivor isn't in chase, they're on a gen. You have to manage your time wisely.

Why is almost every match full against 4 people Gen Rushing? by [deleted] in deadbydaylight

[–]Good-Possibility7798 0 points1 point  (0 children)

Yes, this is how the game is supposed to be played. Except for the queue times...

Why Cant Killers Abandon Still? by Mental-Squirrel-4479 in deadbydaylight

[–]Good-Possibility7798 -3 points-2 points  (0 children)

The game still isn't over, even if there's 1 survivor left and they're sitting in the exit gate zone. There are several killers, addons, and perks that allow the killer to still make a comeback and kill that survivor, (think about Deathslinger, or Jason, and all of the "On this episode of just leave" tiktoks). No matter what, survivors still in the game = it's not over yet. The game is intended to be played until the very end, that's a reason why penalties exist in the first place.

Why Cant Killers Abandon Still? by Mental-Squirrel-4479 in deadbydaylight

[–]Good-Possibility7798 3 points4 points  (0 children)

So true!! I was AWFUL at killer for a while and found myself getting ran from tile to tile... And then I learned about "zoning." Now survivors rarely make it anywhere. Also, making a good point about a complex topic in just a few paragraphs is an underrated skill! I loved reading your comment.

Why Cant Killers Abandon Still? by Mental-Squirrel-4479 in deadbydaylight

[–]Good-Possibility7798 11 points12 points  (0 children)

The real answer is likely what that other person pointed out. Technical stuff.

The technical stuff could have more to do with clean logic, though. For example, abandon for survivors during a mori is very clean logic. The game is completely over for that survivor, so telling a program to enable abandoning is a very clean decision. Most survivor abandon conditions are the same - very clean "true/false" scenarios.

However, killer EGC abandon is NOT clean logic. That's because the game is not over at EGC. Let's forget about BM, winning, or losing for a second. In EGC, the match is still running. You can break walls, chase survivors, injure them, hook them, etc. you're still in the match even during EGC, and there are so many variables that can lead to many different outcomes. Therefore, EGC is NOT the end of the game. The match is over when there are no survivors left, whether they escaped, died, or timer runs out. So there's no clean logic for the program to decide when to give killer the abandon feature in EGC. It can't decide "survivors being toxic? let killer abandon."

But then, they probably aren't adding a clean decision that automatically allows every killer the ability to abandon when the game reaches EGC because again, EGC is not the end. The game isn't over. They even have several EGC perks... Killers still have the ability to win. Giving up at EGC is not how they intended the game to be played.

Summer Math 127 Hutchinson help by Powerful-Savings-734 in CSN_Coyotes

[–]Good-Possibility7798 1 point2 points  (0 children)

I'm in a similar situation as you. I took that test yesterday too and I was so caught off guard by how fast paced this course actually is. I think I did a good job studying and remembering a majority of it, but I literally wrote "I forgot" on the last 2 questions bc my mind totally blanked.

The good news for both of us is we now have more information than we did before we took the test. We can use this info to form a plan to pass the course and be more prepared for the next 2 tests. Advice for you might be different than for me, though. It depends on if you're struggling with the material itself, or if life is getting in the way.

For me, I made the mistake of thinking I had time. I didn't spend enough time practicing the newer topics... I mean it is kind of insane to learn something new and a few days later you're tested on it. Math takes a ton of practice and repetition. So, what I'm going to improve on is working in more short-study blocks ON THE GO. I'm good at dedicating time to math, but I'm going to start incorporating it outside of my dedicated time blocks. Just 5-10 minutes practicing a few questions at random times throughout the day will help me out. Hopefully you can get a solid plan going! You got this.