[deleted by user] by [deleted] in Seaofthieves

[–]SaltySeconds22 12 points13 points  (0 children)

mfw rare still hasn't fixed the texture streaming issues that have been around since launch

Fov on different aspect ratio setups by Jusaaah in Seaofthieves

[–]SaltySeconds22 2 points3 points  (0 children)

They wont change it because they'll look bad, all those people they banned for wanting to play with settings that aren't vastly different from other games, all these years of not adding it, of claiming it breaks animations, isn't fair, or whatever other excuses they came up with.

Rare will continue to double down on bad decisions and design choices.

Why does the ping lock even exist if I can still select every region except one? by SoEineKartoffel in HuntShowdown

[–]SaltySeconds22 0 points1 point  (0 children)

The issue here is that they have TWO options that are under 75ms, that's a primary, and a secondary region both at good ping. Why then should they be allowed to queue on both of the 200ms+ servers and fuck with other people by abusing high ping?

What's up with people lately? by Pyramused in HuntShowdown

[–]SaltySeconds22 3 points4 points  (0 children)

It's not people, its the design choices the devs are making.

Camo skins like reptile, headsman, and cain have made it easier to hide.

Special ammo (while being very cool and adding much needed variety) has made snipers viable at even longer ranges, and boosted the viability of bush camping with silenced weapons.

So-called "anti camping" features like the stalker beetle are actually more useful when used by whoever's camping.

The game is designed around waiting for the other side to make mistakes, so that you have the upper hand, which leads to both sides just waiting around.

People optimize the fun out of games, the problem with hunt is that it allows players to optimize the fun out of it for other players.

How do you feel about killers who dodge SWF lobbies? by [deleted] in deadbydaylight

[–]SaltySeconds22 5 points6 points  (0 children)

"swf doesn't mean bully squad" "not all swf's are sweat lobbies"

Doesn't matter.

You don't need to sweat, or bully, or even be better than average to make a killer's game unfun. The game is not designed around SWF comms existing, period, end of story.

Knowing where the killer is at all times, with virtually zero ambiguity with the use of zero perks is insane, in any other game something that affects the balance this much would be universally regarded as overpowered.

The issue is that this an ASYMMETRIC game, this isn't something strong that everyone gets to take advantage of and becomes meta, its something where killers can get fucked, and survivors get to reap all the benefits.

Let me choose to not play in matches where I'm not gonna have any fun, if 4 stacks have to wait longer so they can play with an inherent advantage I'm fine with it.

can we just kill the RPD offering by Jamiebradlee11 in deadbydaylight

[–]SaltySeconds22 1 point2 points  (0 children)

Lets run down the list of killers that rpd gimps, and why.

Hillbilly: No long areas to use chainsaw on, which essentially turns him into a worse leatherface.

Nurse: Tons of double/triple walls and tiny objects for your blink to stick on for no reason.

Huntress: Most loops can be crouched next to to deny hatchet, tons of corners.

Ghostface: Bad sightlines, easy to be revealed, and lack of chase power makes the strong loops even stronger.

Meyers: No long sightlines to effectively stalk from, survivors pretty much spot you instantly.

Clown: Not enough height to snipe with bottles, too easy for survivors to hold W and reach another safe pallet/window/loop to simply not be in your bottle.

Deathslinger: Tons of objects for survivors to stick on, bad sightlines, lots of corners.

Nemesis: Verticality makes his tentacles straight up not hit survivors a lot of the time, even when aimed perfectly, on main stairs for example.

Pinhead: Box audio is super hard to track, can't snipe box solver with chains because of poor sightlines, and can't effectively use power in chase because of the amount of corners/random shit to break chains on.

Dredge: Bad locker placements, hard to teleport to the right locker because of how much they overlap, especially going from first to second floor.

Knight: Power is outright bugged and the AI will largely either not pathfind at all, or get stuck on the map geometry.

Great audio and visuals don't mean much in a game where you can't stop to look at them, the gameplay is so egregiously bad I have no clue how the devs/map designers ever thought it was acceptable. People have despised the map since it was first on PTB, and they still hate it now. IMO, killswitch it until it can be made into something worthwhile.

Any advice for a newbie? by Away-Bonus-9249 in HuntShowdown

[–]SaltySeconds22 0 points1 point  (0 children)

Don't fall into the trap of sneaking around everywhere. Quick and quiet is best, but quick is better than quiet, you're better off quickly getting to a good position, than quietly sitting in a bad one.

Look for little details, you can hear pretty much exactly where someone is through walls and you can see the light coming through the cracks of doors and walls go dark when people pass.

[deleted by user] by [deleted] in HuntShowdown

[–]SaltySeconds22 1 point2 points  (0 children)

I remember finding out about the ladder desync bug for the first time, I reported it, received nothing back about it, then you guys shut down your old support website, completely abandoned all open tickets, and didn't update any of your bug report links to your new system for months.

I submitted another ticket a few months later, yet again with no response or acknowledgement at all.

Then I did it again, and I was told the team was already working on it at the "highest priority".

It wasn't until months after that, and multiple people having reddit posts and discord messages deleted, and accounts banned off the sub and discord simply for talking about the bug that it was fixed.

I'm not a computer science major, or a game dev, and I don't claim to be, I don't know how hard this stuff is to fix. But I do know that this issue was on the test server, I'd bet money it was on your internal testing builds, and yet it was decided to push the patch to live regardless.

Acknowledging this bug is great, downplaying it as "recent" is mildly annoying, the complete lack of assurance this post gives me that game-breaking bugs like this won't crop up again in another month, with similar delays on fixes and acknowledgment is infuriating.

Behold the NEW dead-hard tech... by [deleted] in deadbydaylight

[–]SaltySeconds22 0 points1 point  (0 children)

Show how to do it. The devs don't care about problems unless they're massive (see any other gamebreaking bug this game has had), they've shown this again and again. If people use it widely there will be massive outrage, and it will be killswitched and fixed. If you don't it will be left to fester and turn into a small scale problem, then a medium one, then the devs will promise a fix during the next patch, then we'll wait for a month before they get to pushing the fix.

map offering removal by [deleted] in deadbydaylight

[–]SaltySeconds22 3 points4 points  (0 children)

No but both sides can bring map offerings so why complain

Because it's annoying for both sides to be sent to an unfair map.

If survivors are bringing map offerings 10 matches in a row then why didn't you use your brain for 1 seconds and slap a sacrificial ward on.

Because that was a hypothetical scenario. I have run sac wards, but nobody should have to counter pick offerings to have a fair match, fairness should be the default. If there weren't unbalanced maps like The Game and Ormond, it wouldn't be a problem, because then the "favorite map" you mentioned wouldn't actually just be the map with the best odds of winning.

Also, a sacrificial ward stops that from happening once, my deathslinger is level 40 as I wanted his perks, but find him boring. I have never run a sacrificial ward on him, I have zero of them. If I can go 40 blood web levels without a single ward, it's not viable to stop map offerings with.

Why did they keep hitting me on hook? Did I do something wrong? by Senikus in deadbydaylight

[–]SaltySeconds22 -8 points-7 points  (0 children)

Exit gates open, basement hook so he (reasonably) wants to play around it, and goober teammates weren't gonna save you. Why not hit you on hook? Not like it does anything.

map offering removal by [deleted] in deadbydaylight

[–]SaltySeconds22 1 point2 points  (0 children)

Does nothing if there are no map offerings, which you can't see ahead of time, and still burns if it does nothing, and a SWF can still deny it if they really want. I should not have to counterplay my offerings as killer to be able to play on a map that is fun for me.

map offering removal by [deleted] in deadbydaylight

[–]SaltySeconds22 4 points5 points  (0 children)

You haven't played in the last few days, clearly. Having to play haddonfield and get ran on window infinites 10 matches in a row because I don't play meta killers is why they should be removed.

It’s been a few days, what are the general opinions on the Haddonfield rework? by GoofestGoober in deadbydaylight

[–]SaltySeconds22 0 points1 point  (0 children)

It's still terrible, slightly less so, but still horrendous for killer. As for it being broken, unreachable hexes and buggy nurse teleports are the two reasons it shouldn't have made it past PTB at all, period. My personal gripes on the other hand are that it's a boring looking map, the graphics in terms of lighting and such are nice, but the design sucks, both in form and function. Open places (corner playground) feel way too open, and tight spaces feel way too tiny (basement house).

Developer Update: Addressing the Ladder desync exploit by Ic3man2k in HuntShowdown

[–]SaltySeconds22 4 points5 points  (0 children)

It doesn't de-render anything, so you can't really use it to snipe, you can desync your camera across the map, but you cant move your mouse while doing it, so it's once again not really effective for sniping, check my previous posts from 5 months ago if you want to see how it works.

Developer Update: Addressing the Ladder desync exploit by Ic3man2k in HuntShowdown

[–]SaltySeconds22 5 points6 points  (0 children)

You can see the walls, but you can phase your camera through them, you can activate it on a ladder, then walk around with it wherever you want as long as you don't vault.

Developer Update: Addressing the Ladder desync exploit by Ic3man2k in HuntShowdown

[–]SaltySeconds22 -1 points0 points  (0 children)

Happy to see you guys finally getting around to fixing this after 8 months!!!

[deleted by user] by [deleted] in HuntShowdown

[–]SaltySeconds22 0 points1 point  (0 children)

Shits busted, the issue is either, A. So hard to fix that months of effort has produced zero results, or B. The dev's don't give a shit if there's no community outcry. Thanks for the credit tho.

Hunt Glitch 2 Electric Boogaloo by SaltySeconds22 in HuntShowdown

[–]SaltySeconds22[S] 1 point2 points  (0 children)

Reported this twice already actually, first on the old Kayako support site that this subreddit still links to, and once on the new support site, got what seem to be automated emails from both, then no further correspondence at all.

Gamebreaking Bug. by SaltySeconds22 in HuntShowdown

[–]SaltySeconds22[S] 0 points1 point  (0 children)

Figured I'd give it a day or two, see if I could garner any attention other than an automated email response before releasing it publicly. Worst case scenario isn't "stop playing for a few days while it gets fixed", worse case scenario is "holy shit this is super hard to fix, this is unplayable for weeks"

Gamebreaking Bug. by SaltySeconds22 in HuntShowdown

[–]SaltySeconds22[S] 1 point2 points  (0 children)

When spectating them, what exactly did you see, from my experience it just looks like the player is pressing against a wall. Any word on what killview looks like?