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Dead by Daylight

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[HS]=>®omano
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DNA ligue 7 ans de service 2000 messages Opening Cup services rendus semi automatique assaut ordre de l'étoile rouge vétéran HS RO I 120 matchs RO Night Cup Wolga Tournament cup only fusil 8 matches EDF

 Message Posté le: Sam 24 Mar - 17:19 (2018)    Sujet du message: Dead by Daylight
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Ouverture du topic, je laisse ici pour commencer les dernière news que vous retrouverez en détail ici http://www.deadbydaylight.com/posts/2018/this-is-only-the-beginning/

En gros, les développeurs ont racheté les droits du distributeur pour détenir à 100% la licence, et vont donc pouvoir faire ce qu'ils veulent du jeu, et ne plus avoir de compte à rendre au publisher. Ils prévoient pour les 12 mois à venir du contenu tous les trois mois (un nouveau tueur, un nouveau survivant, et une nouvelle map par trimestre) avec entre chaque update une passe d'équilibrage et/ou bug fix. Aussi grosse annonce, les DLC payants vont être débloquables avec du temps de jeu, très bien pour les pinces comme moi (mais pour les DLC à licence ça sera du cas par cas, à voir donc quand on en saura plus)... Bref pour résumer en gros:

Citation:
In summary, over the next 12 months, Dead by Daylight will be expanded and improved with:

  • 4 new survivors
  • 4 new killers
  • 4 new maps
  • A new progression system allowing players to unlock non-licensed survivors and killers by playing actively
  • New paid cosmetic items that won’t impact the gameplay with most of them unlockable by playing too, whether you play a lot or more casually.
  • A new ranking system for a more meaningful, more inclusive and more rewarding progress.
  • A new deployment process to trial new features and content on PC first, using PTB, meaning we can push it to all platforms as soon as it feels ready, rather than as soon as we can.
  • An anti-cheat reinforcement to help make Dead by Daylight a better place for all players.
  • A tutorial mode to improve new players’ onboarding and allow anyone to brush up their skills before going into ranked games.
  • Better tools to handle toxicity
  • Dedicated mid-chapter patches to make sure the content is as clean as possible, to look at some of the balancing element, but also to add quality of life improvements and polish when needed





Aussi un replay du dernier live Twitch où ils ont parlé du travail sur le nouveau système d’emblèmes mais ça risque de moins intéresser, je laisse quand même au cas ou https://www.youtube.com/watch?v=X1w3iMZrIIA
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 Message Posté le: Sam 24 Mar - 17:19 (2018)    Sujet du message: Publicité

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[HS]=>®omano
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DNA ligue 7 ans de service 2000 messages Opening Cup services rendus semi automatique assaut ordre de l'étoile rouge vétéran HS RO I 120 matchs RO Night Cup Wolga Tournament cup only fusil 8 matches EDF

 Message Posté le: Mar 10 Avr - 16:57 (2018)    Sujet du message: Dead by Daylight
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Nouvelle update 1.9.4, avec l'introduction du nouveau système d’Emblèmes pour le ranking qui dissocie beaucoup plus les bloodpoints du ranking (et qui pénalise le farming des joueurs sur le crochet par exemple) et qui pousse à faire du bon jeu:



source: https://steamcommunity.com/app/381210/discussions/16/1696043806576483830/

Patch Notes 1.9.4 | Emblems

FEATURES & CONTENT
• Feature - Emblem System: The Emblem System has been developed as a way to evaluate your performance in a trial (affect your overall online rank) and to replace the previous victory conditions of the match. There are 4 different categories in which your performance is evaluated for both, Survivor and Killer.

BALANCE
• Changed values and adding curves for the following Scoring Events: Chase Escape, Chase Per Second, Coop Objective
• Reworked the bonus Bloodpoints granted by several Bloodpoints Bonus Offerings:
  • All basic Sachets & Wreath offerings : raised from 25 to 50%
  • All Fresh Sachets & Devout Wreath offerings : raised from 50 to 75%
  • All Fragrant Sachets & Ardent Wreath offerings : raised from 75 to 100%
  • Bound envelope offering: raised from 15 to 25%
BUG FIXES
• Fixed a few instances of the game crashing when continuously opening/closing certain menus
• Fixed a rare issue that could cause the Killers power to load in on the ground when the match started
• Fixed an issue that could cause players to get stuck on loading past the title screen
• Fixed an issue where a player could get stuck on the loading screen while transitioning into the trial, which blocked all other players from progressing into the match
• Fixed an issue that could cause a player to be randomly kicked back to the pre-lobby from the match loading screen
• Fixed an issue that could cause a player to become stuck on a broken screen when the host of a Kill Your Friends returned the party to the lobby
• Fixed an issue where clients has a "Switch to Spectator" option when leaving a Kill Your Friends match
• Fixed an issue that could cause players with refunded Bloodpoints to be unable to spend them in the Bloodweb
• Fixed an issue that caused the same perk to keep generating in the Bloodweb if not consumed
• Fixed an issue that caused Splinter Offerings to appear in Killer Bloodwebs despite owning the corresponding DLC
• Fixed an issue that caused the Offering tooltips not to appear when hovering over them on the Offering burn screen
• Fixed an issue that the spectator camera to view out of world when spectating a player in the match and another player died or escaped
• Fixed an issue that could cause the different tally pages to be displayed on top of each other
• Fixed an issue that caused the report pop-up to appear twice after selecting a report category
• Fixed an issue that caused The Nightmare's add-on Red Paint Brush to reduce the chase music instead of the terror radius
• Fixed an issue that caused the Hag's trap triggering to be heard map-wide. Now, like The Hillbilly’s chainsaw, it is heard within 60 meters.
• Fixed an issue that could caused the Phantasm Attack score event not to trigger
• Fixed an issue that could cause repaired generator audio to become corrupted in the Mother's Dwelling
• Fixed an issue that caused the perk Stake Out to accumulate tokens while being carried and on the hook
• Fixed an issue that caused the Survivors footsteps and breathing to be lower than intended. Please note that we are still investigating some reported issues with regards to this.
• Fixed an issue that caused the unhook audio sounds to play during the unhook interaction rather than after
• Changed the sound of the hook and bear trap sabotage
• Fixed an issue that caused an impassable gap between a cedar tree and 2 ends of a hedge in Lampkin Lane
• Fixed an issue that caused scratch marks to be spawned in random parts of the environment and much further away from the survivors than intended
• Minor audio improvements
• Minor localization improvements

KNOWN ISSUES
• All remaining clients in a match will crash when one player disconnects from the match result screen when the Killer is the Doctor
• Chainsaw SFX players for each attack if the Cannibal attacks immediately after using the chainsaw
• Successful hatchet hits will cause blood VFX to appear on the Huntress' screen



source: https://steamcommunity.com/app/381210/discussions/16/1696043806576482695/

Emblem System - Details

EMBLEM SYSTEM DETAILS

Emblems are a new system to evaluate your performance during a match and gives you pips. Killers and Survivors each have 4 Emblems they can obtain during a match by performing specific actions and adopting specific behaviors. Each Emblem come in 4 qualities, and the total amount of Emblems as well as their quality determines the amount of pips the player is going to win/lose.

We are implementing this System for several reasons:
1. Separate the ranking from the Bloodpoints won : Bloodpoints is a currency dedicated to progression, and using it in order to rank players was becoming an issue. We want to be able to impact the amount of points you win without impacting your rank.
2. Have clear actionable systems to encourage interesting play : unlike the Bloodpoints, Emblems cannot be farmed. This gives us more control to assess player behaviors and reward good play, as well as encourage interactions between Survivors.
3. Create opposition : the Emblems of the Killer and the Survivors are working against one another. For each Emblem, both sides are trying to accomplish an opposite goal and are judged on their ability to do so. This creates more tension and room for interesting counter-play.

There are 4 Emblems for each side (Survivor and Killer). Each Emblem is tracked and updated in real-time during the trial, but only shown to the player in the post-match lobby.

SURVIVOR EMBLEMS
  • LIGHTBRINGER represents your participation in generator repairs. The higher the percentage of overall generator repair participation, the higher the quality of this emblem. Successfully cleansing Hex Totems and opening Exit Gates also grants points towards this emblem.

  • UNBROKEN represents your ability to survive. Escaping a trial without being downed results in an Iridescent quality, while being downed one or more times results in a Gold quality. If you die in a trial, the emblem quality is based on the amount of time you were alive, however, the highest quality you will receive in this manner is Silver.

  • BENEVOLENT represents how altruistic you and your team are during a Trial. The first two times each Survivor is hooked, all Survivors lose points. Safely unhooking them returns the points back to all Survivors that still remain in the match, and The Survivor performing the action also receives bonus points. An unsafe hook rescue results in a loss of points for The Survivor performing the action. Other altruistic actions, such as healing, making a Killer drop a Survivor, and taking a hit while a Survivor is being carried, also grant points.

  • EVADER represents your ability to stay hidden from The Killer or to be able to win chases against them. You win points by remaining unnoticed by The Killer; the closer you are, the higher the points. You also win points if you escape a chase without getting hit; the longer the chase, the higher the points. Every 15 seconds, you secure your points, however, you will only receive half of the points if you lose the chase.


KILLER EMBLEMS
  • GATEKEEPER is won by slowing down generator repair progress for as long as possible. You win points every second, based on the amount of incomplete generators remaining on the map. Ending the trial with incomplete generators also grants bonus points towards this emblem.

  • MALICIOUS represents your ability to apply pressure on Survivors and prevent them from helping each other. You win points by hurting, interrupting, and downing Survivors, and you lose points when they are healed. Points are also awarded each time a Survivor is hooked, which are NOT lost when The Survivor is unhooked.

  • DEVOUT represents your ability to sacrifice and kill. Each Survivor eliminated from the trial grants points. Sacrifices, moris and Reverse Beartrap kills grant the same amount of points. No points are awarded for Survivors that bleed out.

  • CHASER represents your ability to find and chase Survivors. You win a few points each time you find a Survivor, and you also win points by winning the chase; the shorter the chase, the higher the points.



Based on what you did during the trial, you will receive one of the following Quality for your emblems:

  • None (you didn’t get the Emblem!)
  • Bronze
  • Silver
  • Gold
  • Iridescent

Each of these quality grants an amount of points, going from 1 to 4. The total sum of points you obtained from emblems dictates how many pips you win or lose:

  • Between 0 and 5 points: you lose 1 pip
  • Between 6 and 8 points: no change
  • Between 9 and 13 points: you gain 1 pip
  • Between 14 and 16 points: you gain 2 pips




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 Message Posté le: Aujourd’hui à 12:50 (2018)    Sujet du message: Dead by Daylight

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