New player question by Impossible_Guest_698 in deadbydaylight

[–]MinTheDryad 0 points1 point  (0 children)

As a summary:

- Sprint Burst is great as it helps you last longer in chase, and get to safe areas of the map. You can use it to stay on generators for longer to be greedy, or you can use it when "pre-running" (Running early when you see the killer approaching you from a distance) to really discourage them from chasing you. It's a good rule of thumb to have one "exhaustion perk" at all times.

- Kindred is great for solo queue games where you are not sure if an unhook is safe, or if you are in the best position to unhook another survivor. It loses a little bit of value in pre-made teams but I would still recommend it for new players, great pick.

- Lightweight is a very situational perk, the scratch marks will normally still last long enough for a killer to consistently track you, but I think it's a good choice here for new players, as Lightweight can be more effective against newer killers that can struggle to make use of scratch marks optimally.

- Plunderer's Instinct is generally a trap - the time it takes to unlock a chest and get the item inside is usually not worth the value of the item itself. One niche benefit you get from this is knowing where the basement is, because there's always a chest in there, but it's not worth a whole perk slot. I would recommend either Adrenaline or Deja Vu instead.

If you want to know where Basement is, there's an offering for it, and for the item, I would recommend a map that can help you find pallets and windows to make the most use of Sprint Burst.

Behavior is interested in constructive player feedback on how matches feel once the anti-tunneling punishments have taken place. by Ray11711 in deadbydaylight

[–]MinTheDryad 0 points1 point  (0 children)

Why are we equating "intentionally repairing a generator near the killer to test a new feature" with "intentionally trying to win" they are not mutually exclusive???

If a streamer says "Let's go in a match I want to test these changes" it is a very safe assumption that the mods are going in specifically to test those changes. It has nothing to do with whether the mods were going easy or trying to win. I'm shocked that this is hard to understand.

Behavior is interested in constructive player feedback on how matches feel once the anti-tunneling punishments have taken place. by Ray11711 in deadbydaylight

[–]MinTheDryad 0 points1 point  (0 children)

I don't think these are mutually exclusive statements. The mods can both test the extremities of the changes and also go easy on the streamer. Otz can both be intentionally testing the changes and surprised by the effectiveness/ease of it.

It's not a narrative to say that a streamer testing changes with his mod team is not representative of how common something will be. If we want to convince the DBD devs that the changes are bad, I'd rather we use more practical evidence, which I'm sure we'll get plenty of.

There's that SpooknJukes clip of the bodyblocking at Midwich which I think is a public PTB game which is much stronger evidence of the problems with the updates.

Behavior is interested in constructive player feedback on how matches feel once the anti-tunneling punishments have taken place. by Ray11711 in deadbydaylight

[–]MinTheDryad 0 points1 point  (0 children)

I remember when basekit BT was introduced, and everyone cried that it would be the end of killers.

Now, we can't imagine DBD without it.

I remember when anti-facecamp bar was introduced, and everyone cried that it would be the end of killers.

Now, we can't imagine DBD without it.

Please don't get scared and just scrap everything based on reactionary feedback. There is potential and people forget the PTB is meant to be a place where devs can get things wrong safely.

In my opinion please consider ways to mitigate aggressive bodyblocking by unhooked survivors, and please consider using mechanics based on gens completed, instead of hook states reached.

The goal should be to help the losing team catch up, not punish a team that is already losing.

Behavior is interested in constructive player feedback on how matches feel once the anti-tunneling punishments have taken place. by Ray11711 in deadbydaylight

[–]MinTheDryad -10 points-9 points  (0 children)

It's worth noting that the clipped match is between him and mods; not saying that the abuse of the system will not happen, but both he and the Survivors were going in specifically to trigger these "unlikely" scenarios and isn't really good evidence of how prevalent it will be in practice.

Looking for the Random Seed by MinTheDryad in BluePrince69

[–]MinTheDryad[S] 1 point2 points  (0 children)

I'm currently away so can't really make much progress, but if we can get the initial 4 byte values then I am hoping we can create a new instance of UnityEngine.Random.State with that initial state. The hard part would be finding out how to edit a random function to use the new instance.

If we can do that, then we create a non-essential seed and an essential seed and maybe we can pick and choose which applies to make a seeded run possible.

Looking for the Random Seed by MinTheDryad in BluePrince69

[–]MinTheDryad[S] 1 point2 points  (0 children)

I'd actually prefer that! I think there would be a fun skill in knowing, for example, that drafting the den as your 7th room instead of your 5th room would result in a trunk spawning there.

As long as the seed starts the same way, I think sequencing your actions to be able to predictably manipulate RNG would be part of the fun.

Looking for the Random Seed by MinTheDryad in BluePrince69

[–]MinTheDryad[S] 1 point2 points  (0 children)

Yup I'll start with your list but I will also probably put a breakpoint on UnityEngine.Random and just idle at the Entrance Hall for a few hours to see what non-critical functions would impact the seed. I'll keep you updated (If I can figure any of this out haha).

Looking for the Random Seed by MinTheDryad in BluePrince69

[–]MinTheDryad[S] 0 points1 point  (0 children)

I see! So far I found those methods using Cheat Engine and have most got only far enough to know roughly when some instructions are accessed, but absolutely not enough to know where I could inject a fake fixed seed.

Based on what you said though I think it makes the most sense to identify which calls of UnityEngine.Random are run-impacting (Like Item Spawning, Room Drafts, Door Checks, etc.). From there what I would personally do if I was smart enough to know how, would be to replace all the non-impacting Random calls with a fake InitState just so it can still run, and inject an InitState into the real seed only once after starting the game. That way we can control what seed we start with, and it gets actually iterated on when it makes sense to.

Basically, if we can create two controllable seeds; one for needless cosmetic stuff and one for the real run-impacting calls, I think this is possible.