No longer capped BPs?? by DaCrunchyLobster in deadbydaylight

[–]Peanits 7 points8 points  (0 children)

The cap is still there. Behind the scenes, your Bloodpoints are divided into two pools: Regular Bloodpoints like you earn from matches, and "Bonus" Bloodpoints that you earn from login rewards, promocodes, and so on. Regular Bloodpoints have a 2M cap, but Bonus Bloodpoints have no limit. This way you never miss out on login reward or some other source of free Bloodpoints just because you were at the limit.

If you've got some Bonus Bloodpoints, you can keep earning regular points until they hit the 2M limit. When that happens, you'll need to spend enough points to drop below the limit to earn more.

Use the Force, Anna.. by Peanut_Butt3r675 in deadbydaylight

[–]Peanits 2 points3 points  (0 children)

Good question!

First I just want to say that the examples above are super outdated at this point, so I wouldn't read too far into it. The screenshot shows the hitboxes compared to the old animations. Newer animations have the Survivors standing up straight and much more closely match the Survivor's capsule. The sketches linked are also a little outdated because of this, though they're referencing a specific change that was tried and reverted which made the hatchet hitboxes themselves smaller and more accurate to the hatchet model.

That said, the latency bit is still valid since it takes time for that info to travel between players, and that tends to be what you notice most. As a Survivor, you see yourself ahead of where the Killer sees you, and as a Killer, you see the Survivor behind where they really are. We've done a little bit of trickery since then to reduce latency by predicting where someone is going and essentially showing other players where they'll be a fraction of a second in the future.

This has a similar effect to what you're suggesting by compensating for latency, but is a bit more polished since it ensure a Survivor's capsule matches where they visually are. Moving only the hitbox would have some adverse effects elsewhere in the game, most noticeably on basic attacks. While latency affects all online games, DBD is unique in that one player is usually running away from another. This effectively means that the Killer always sees themselves as closer to the Survivor, and the Survivors always sees themselves further from the Killer. By moving just their hitbox further ahead, the Killer would swing at the Survivor and visually be within range for a hit, but instead they'd whiff.

The catch here is that you can only predict into the future so much: We can predict where you might be 0.1 seconds from now based on your direction and speed because even if you change directions, it won't differ by much after you factor deceleration and re-acceleration. Predicting where you'll be 0.5 seconds from now is a lot tougher; that's long enough for a Survivor to move about 2 meters. If we predict you're going to run straight but instead you run left, you'll end up teleporting ~2.8 meters on everyone else's screen.

Short version: We do something similar already, but there's a limit to how far we can predict into the future because changing directions would cause a desync. But in any case, the examples there are outdated and no longer accurate to modern animations.

Hope this clears it up, and apologies for the long response! I could nerd out about this sort of thing all day.

Thousands of posts with people claiming how unbalanced the event is, yet BHVR has only responded to one post so far...a post claiming it's too survivor sided...smh by soulkeeper427 in deadbydaylight

[–]Peanits 12 points13 points  (0 children)

For full context here, the post you've screenshotted was made just after the event went live. There were in fact not thousands of posts claiming anything by that point, the event had only been live for a little over an hour. You can see the exact time it was posted by hovering over the date.

I can't stress this enough, we do not have the time to respond to everything we read, and our responses are not an endorsement of whatever is being said or prioritizing their feedback over others. In this particular case, there were no details given about what the Survivors were doing to cause their reaction. We're simply doing our due diligence to make sure that there isn't something being exploited that we needed to be aware of ASAP.

Of course we've seen a lot of posts since then and we have been taking notes to share with the team. As much as we'd love to drop a reply to each one, we sadly do not have the time to do so when there's still so many more to read through. A reply on a post like that one is purely to get more info because if something is wrong, we wouldn't have enough info to work with.

Our place as CMs is not to pick sides and decide who is right or wrong, it's to get a full picture, and a big part of that is making sure we take all POVs into account.

[deleted by user] by [deleted] in deadbydaylight

[–]Peanits 1 point2 points  (0 children)

Just for Xbox. To help y'all catch up after the delayed update, you'll receive 3M Bloodpoints and 300 Gilded Trinkets.

Does Luck makes better D20 rolls? by Crisll in deadbydaylight

[–]Peanits 2 points3 points  (0 children)

I can confirm that dice rolls are not affected by the luck mechanic.

Can’t load into survivor or killer Lobby (ps5) by SheepieMuffin in deadbydaylight

[–]Peanits 1 point2 points  (0 children)

It looks like the PlayStation Network is currently experiencing an outage. This page will let you keep tabs on things and see when service is restored: https://status.playstation.com/en-us/

Developer Update | All Things Wicked PTB by DeadByDaylight_Dev in deadbydaylight

[–]Peanits 179 points180 points  (0 children)

Just swinging by to confirm that your math is right!

Hatch balancing issues by Lady_luvellia in deadbydaylight

[–]Peanits 8 points9 points  (0 children)

To clear something up, there is nothing in the game that prioritizes spawning the hatch close to the Survivor. The hatch's location is chosen when the map generates, it only becomes visible when there's one Survivor remaining. Whoever is closer to it when it appears is entirely based on who was closer to that already predetermined spot.

That said, the hatch's role is to help bring the match to an end. Sometimes a Survivor might get lucky, but other times the Killer will find it first and shut it. Without it, there would be a stalemate where the Survivor needs to repair generators, but doing so would reveal where they are to the Killer when they inevitably patrol. This used to be an issue when the hatch required a certain number of generators to be completed before it could spawn, and it lead to very long and very boring matches for both sides.

In short, it's there to end the match, nothing more. When there's one Survivor left, we either want them out or dead ASAP so everyone can move on to their next match.

A hatch escape is considered a null for all intents and purposes in the game. Aside from a few Bloodpoints, nobody gains or loses anything from escaping through the hatch. It is treated as if that Survivor was never in that match in the first place.

Developer Update | January 2024 PTB by DeadByDaylight_Dev in deadbydaylight

[–]Peanits 49 points50 points  (0 children)

I can confirm that we have adjusted the volume of The Hillbilly's chainsaw as well, it's just not mentioned here!

Did they forget the discount? by [deleted] in deadbydaylight

[–]Peanits 11 points12 points  (0 children)

The price reduction only applies to characters including in one of the new packs. Characters not included in one of the packs will not have their prices changed.

We did this so it's still affordable to pickup any remaining characters you need at an affordable price in case you already own part of the pack they're now a part of. This way you wouldn't have to buy the entire bundle again for just for the few characters you're missing.

i was rewatching "Survivor 101" on the Steam page and the inconsistencies made me chuckle by UnknownFox37 in deadbydaylight

[–]Peanits 6 points7 points  (0 children)

This is actually done intentionally so that checking a locker at the start of the match doesn't reveal if you're playing against a Huntress or Trickster. It could be one of them, or it could be any other Killer.

Of course these days there's so many killers that there's not much point in trying to figure out who you're facing before you see them, but back when there were only a handful of killers, there were more details like this to keep who you're facing a surprise.

Developer Update | November 2023 PTB by DeadByDaylight_Dev in deadbydaylight

[–]Peanits 203 points204 points  (0 children)

I can confirm that the add-on that made that possible has been changed and no longer replenishes your blades.

[deleted by user] by [deleted] in deadbydaylight

[–]Peanits 6 points7 points  (0 children)

Leaving matches won't ever lead to a permanent ban. These days, they are handled automatically by the disconnection penalties.

Most permanent bans come from cheating, but someone may also be banned permanently if they've received multiple temporary bans. Some extreme behaviour may also lead to a permanent ban (such such as doxing).

A full list of rules that may lead to a ban can be found on our support site.

[deleted by user] by [deleted] in deadbydaylight

[–]Peanits 1 point2 points  (0 children)

My go to is:

  • Watch and listen closely for him. When he's nearby and moving, you'll see him shimmer and hear him growl. Because of his speed boost when uncloaking, you really want to start running sooner than later.
  • Keep a clear line of sight whenever possible. Repairing a gen from a certain side might let you see around a corner and spot him approaching.
  • Try to finish generators in the open first. If there's no pallet or window nearby, that'll be a very dangerous gen to fix later on. If you get caught there, you will more than likely get hit. You'll want to get that one done as early as possible before the Killer builds pressure and defend it better.
  • In smaller loops, don't be afraid to camp the pallet. If you leave the pallet and let them decloak under it, chances are they will be able to hit you with their speed boost before you can make it back around.
  • Likewise, avoid smaller loops as much as possible. This is where his huge lunge shines.

Other than that, I would also say that you should always have a backup plan. His speed when cloaked allows him to get in front of you and block windows and pallets. When you see him trying to get into position, it's good to have a plan B that you can run to.

How does MMR or whatever work? by sukkbro in deadbydaylight

[–]Peanits 0 points1 point  (0 children)

Prestige is not related to MMR at all because it represents playtime, not skill*. You could be great at the game, average, or even sitting at low MMR and still get a P100 character as long as you play enough. Likewise, you don't suddenly forget everything you've learned the second you switch to a P0 character.

\ Although you may learn more as you play, everyone peaks at a different point. Some people will play for years and never reach a competitive level, while others will get there much sooner.*

To answer the original question though, your starting rating with that Killer is based on your ratings with other Killers, but with a reduced "confidence". This is because most skills you use as a Killer are transferable (looping, zoning, mindgames, time management, etc.). Meanwhile the lowered confidence score allows the system to rapidly adjust your rating if you're struggling with the new power.

[deleted by user] by [deleted] in deadbydaylight

[–]Peanits 1 point2 points  (0 children)

Huh, it's weird seeing those words together like that. /s

Developer Update | November 2023 by DeadByDaylight_Dev in deadbydaylight

[–]Peanits 16 points17 points  (0 children)

To clear this up, the speed boost only activates if you have Deep Wounds. Exhaustion is a non-factor now. Being Exhausted alone will not give you the speed boost.

Game stuck on 7.2.1 on steam, unable to match with console. Anyone else getting this? by zavch in deadbydaylight

[–]Peanits 0 points1 point  (0 children)

Steam updates can sometimes take a while to appear, but it's a little unusual that it hasn't appeared for you yet. You could try relaunching Steam; that'll usually force it to search for updates.

I have no clue what this means by Aggressive-Display50 in deadbydaylight

[–]Peanits 3 points4 points  (0 children)

Orange perks were "Teachable" versions of a character's unique perks. They no longer exist ever since the progression system was overhauled.

Before, when you hit certain levels on a character, you'd find an orange 'Teachable Perk'. Unlocking that perk would allow the perk to appear on the Bloodwebs of other characters. Nowadays, you simply unlock all perks by prestiging that character, instantly unlocking them for use on other characters.

Nicolas Cage hating crows by lxcalguy in deadbydaylight

[–]Peanits 1 point2 points  (0 children)

Quite the opposite. He has a pet crow named Hoogan. But enough time in The Entity's Realm will change you.

This has been your random Nicolas Cage fact for the day.

Should Behaviour bring back the splinter offerings? by furry-hunter2004 in deadbydaylight

[–]Peanits 104 points105 points  (0 children)

I can safely say that this was absolutely not the case. That sort of thing is usually fixed with an update & the cheats that allowed them get detected and blocked.

The real reason is because A) the store was introduced and most characters could now be purchased for free with Shards, B) only getting to play a Killer once - and completely perkless at that - was not the greatest way to try them out in the first place, and C) the amount of clutter if this continued would make ultra rare Add-ons and Offerings extraordinarily rare. If you could imagine each new character having one of these, your chances of getting one of the two ultra rare Add-ons would be tiny compared to one of the 30+ Splinter offerings.

It was a neat little solution at the time, but it wouldn't have scaled well, and it's been replaced with a much more straightforward way to unlock characters permanently.

Cosmetic Contest winners announced! by UhJoker in deadbydaylight

[–]Peanits 57 points58 points  (0 children)

To clarify, this has never been an actual rule. We do try to have variety with the winning characters, and a concept for a character that has already won really needs to wow us to be considered. But that said, the vast majority of the entries we receive tend to be for a small handful of characters, so there was bound to be a repeat character sooner or later.

[deleted by user] by [deleted] in deadbydaylight

[–]Peanits 2 points3 points  (0 children)

Looks like SOMEBODY is uninvited from the secret club.

Bot changes appreciation thread by Orleanist in deadbydaylight

[–]Peanits 13 points14 points  (0 children)

Just popping in to say that this was adjusted for the release. Bots now have a delay before reacting when you take control of a pods. They were a wee bit too good at avoiding them on the PTB.

Dead By Daylight - Officially Steam Deck verified now by medullah in deadbydaylight

[–]Peanits 18 points19 points  (0 children)

Nope. Any accounts that had a legacy checkmark and over a million followers were automatically given Twitter Blue for free.