As we said before, we are taking action against people who often disconnect from matches, thus ruining other people's experience in Dead by Daylight.
Bans are applied through out Soft-ban system, with future escalation. We are continuing punishments from our previous system (1d-3d-1w-perma), however our new follows a different escalations process: - 1st offence = 1 week - 2nd offence = 2 weeks - 3rd offence = 4 weeks - 4th offence = permanent
So if you have been banned with the reason Unsportsmanlike Conduct, it was probably because you have been constantly leaving/disconnecting from your matches.
If you have been banned and given this reason, take it as a warning, because several people have been banned permanently as a result of continuous DC offences in the last 6 months.
Please understand that when you are disconnecting from the matches constantly, you are ruining other people's games, and that is something we are not okay with.
- Dead by Daylight Community Management team.
P.S. All cases are built on direct DC/leave statistics for each player. Crashes and disconnects due to game issues do not count towards DC bans. 0750UnnamedPlayer (ワッチョイ 27a2-4Hut)2018/10/15(月) 18:57:17.79ID:ebTFPrei0>>749 アンスポーツマンライクBANについて
急旋回は意図された挙動ではありません。ツイッチの生主によって広まりました。 360's were not intended and were popularized by Twitch Streamers
(意図されたものではないが、)開発としては好ましく思っていないということもありません。 They don't dislike them though
急旋回はCSのコントローラーでは対応が難しく、公平ではないことは承知しています。 しかし、全く対応できないというわけでもありませんので、不正行為ではありません。 They're aware that 360's might be harder or might feel more unfair on consoles due to technical issues (controller), but "they're not an exploit, they're not unbeatable. You're just moving well and that's cool."
急旋回を削除する予定はありません。 意図されたものではありませんでしたが、現在はゲームプレイを面白くする要素として定着しています。 They don't think they want to remove 360's at any point "It was not intended but it's a very interesting side effect of the gameplay mechanics that are currently in the game" 0784UnnamedPlayer (ワッチョイ 0ba2-7TBo)2018/10/27(土) 08:34:01.39ID:vYT0hU+X0>>782 Q ボイチャはゲームとして想定してましたか? 同様に、(ボイチャ無しの)ソロサバイバー4人vsキラーを想定したゲームとして開発しておりましたか? "Is using voice communication an intended game mechanic? As in, was it designed and balanced for this game in regards to solo survivors and killers?", by Knell
A 開発当初はSWFとKYFを想定しておりました。時間的な都合により、SWFのみをまず開発しました。 SWF and KYF were always intended game modes but at that time they only had time to do one of these modes before release. They chose KYF
プレイヤーに要望されたからSWFを追加したという俗説がありますけど、違いますよ。 "We know it's a popular myth that SWF was not intended and we only added it in response to player complaints, but that's not true."
開発時にやろうとしたこととしましては、"ホラーの雰囲気、孤独感、しゃべることができないことによる孤独と静けさ"です。 That said, they try to have "this horror athmosphere, this sense of isolation. There's no spoken dialogue in the game, it's very lonely and quiet." It's intended and builds up the feeling of the game
現実的に、VC行為を止めることはできません。昨今のゲーム事情におきましては"このゲーム中に友達と喋ってはいけない"と言うつもりもありません。 Realistically speaking, they can't stop people from communicating. It's 2018 and they will not tell players that "they can't talk to their friends while playing a video game"
開発チームとしましては、野良鯖にVCならば持ち得る情報を与えることにより、VC付きのSWFとの戦力差を減らしたいと考えております。 They have a desire to lessen the gap of Solo queue vs SWF by giving more information to solo players that a coordinated group could have
今後の詳細な実装は未定です。今までにやってきたような路線で行っていきます。(オブセを全員に通知、チェイス時の強調表示) "No details what that looks like in the future, but we want more solid things like changes we've made in the past" (e.g. showing the Obsession icon to everyone, including the animation when the obsession is in a chase)
VCを強要するようなことはしたくありません。しかし、VCで出来ることというものはゲームデザインに影響を与えます。 They didn't want to force voice comms upon the players, but the possibility of voice communication does affect the game design now
新しいゲーム内ギミックをテストする時、開発ではかならずVCの観点でのチェックを行います。このギミックはSWFだとどう使われるか?野良だとどう使われるか? When they test new mechanics, they ask themself: how does this play for coordinated groups and how does it play for solo players? 0785UnnamedPlayer (ワッチョイ 0ba2-7TBo)2018/10/27(土) 08:48:34.80ID:vYT0hU+X0>>782 Q 意訳:ループによってどの程度、鯖と鬼の速度差が変わりますか? "What is the speed loss by a killer (or speed gain by survivors) when going around each loopable tile in the game, in meters/second?", by Shootaman777
A ・ 鬼は4.6m/s、鯖は4m/s ・ 鬼の直径は1m、鯖は0.9m ・ 鬼のコリジョンは鯖より大きいので、鯖がしっかりインコースを取ればキラーはより長い距離を走らされます。
In a straight line, most killers move at 4.6 m/s and survivors at 4 m/s. That means the "Catch Up" mechanic is 0.6 m/s (Killer speed - survivor speed) For loops, the "Capsule size" (how big the navigation circle of the character is) changes how people catch up "If you're looking at a loop, you're not going to run inside the wall itself; you have to run outside the wall. The distance how far from the wall you're going to be is based on the character's collison capsule." Some characters are thicker than others; killers are bigger than survivors (obviously) Survivor: Radius = 0.45 m / Diameter = 0.9 m Killer: Radius = 0.5 m / Diameter = 1 m "If you're running around a square, the killer is tracing a slightly longer loop around the object than the survivor" due to their capsule sizes "If you're a survivor and you're making more turns [around a loop], it's more beneficial than running away in a straight line, yes". Numbers depend on the loop in question 0786UnnamedPlayer (ワッチョイ 0ba2-7TBo)2018/10/27(土) 08:57:15.41ID:vYT0hU+X0>>782 Q トラッパーに閉じた罠を開き直す能力を付与できませんか? "Can The Trapper have the ability to open a trap already on the ground?, by KingB
A 検討しています。"トラッパーの更新に良さそうです。罠設置速度の上昇と同じように、プレイヤーから寄せられています" They would like that option. "It would be nice if it could come with The Trapper update. It was part of the player feedback we received, like an increased speed for setting traps."
罠に接近した後、それを拾うか開くかを選べるような実装になると思います。 In theory, when you approach a trap, you'd have the option to pick it up or to re-arm the trap on the ground
ゲームの開発当初の設計思想として、とっつきやすくするために可能な限りシンプルな操作にする、というものがありました。 Earlier in the project, there was a strong desire to keep the controls as simple as possible to make the game very easy to pick up
時が経ち、この設計思想は緩和されました。(豚:LCTRLでしゃがむ) Over time, they relaxed on that, as seen in The Pig's mechanics (Crouch as secondary action)
やろうと思えばこの実装は行なえます。 If they wanted to do [the ability to re-arm a trap], it's technically possible
(トラッパーのリワークは既に行われていますので、)いつ見直しを行うかは未定です。 They don't know when they're going to look into The Trapper again though 0787UnnamedPlayer (ワッチョイ 0ba2-7TBo)2018/10/27(土) 12:13:58.36ID:vYT0hU+X0>>782 Q カラス弱すぎませんか?強化の予定はあるでしょうか。 "Crows currently feel a bit underwhelming and don't feel like a menacing presence to survivors as they should. Any plans to "buff" the Entity's servants?", by White_Owl
A 以前はもっとたくさんのカラスを配置し、飛び立つ感度も高かったのですが、修正されました。 Back in the day, crows were more numerous and a little bit more agitated, but due to some changes, they're not as strong as they used to be Crows took up more performance than they deserved
いくつかの修正案はあります。例) より確実に飛び立つようにする、キラーには反応しないようにする There are improvements that could be made, e.g. making them take off more consistenly or killers not triggering them etc
おそらく強化します。 "Maybe one day we'll see these buffs" 0788UnnamedPlayer (ワッチョイ a112-o1DS)2018/10/27(土) 12:47:43.79ID:PzItjf2r0 you know 0789UnnamedPlayer (ワッチョイ 1b67-7TBo)2018/10/27(土) 13:06:41.18ID:wj403U460 アップデートでイベントオファのBPボーナスにバベチリの倍率が乗らなくなったね。 美味しすぎてキラー過密だったし、しょうがないんだろうけど。 0790UnnamedPlayer (ワッチョイ 11a7-Ha4+)2018/10/28(日) 04:17:52.82ID:uNz/cXYY0 元々乗ってなかったろ 0791UnnamedPlayer (ワッチョイ 8714-Ha4+)2018/10/28(日) 04:18:56.71ID:qjQ6T2/y0 うそぉ?元から乗ってなかったくないか?イベフック吊って5500だからバベチリ乗って一回で1万越えるとかある? 0792UnnamedPlayer (ワッチョイ 0ba2-7TBo)2018/10/28(日) 06:38:05.13ID:VKIKQUyv0>>782 Q 運に関する修正は行われますか?行われるとしたら、どのようなものになりますか? "If the Luck mechanic was to be relooked at, what changes or additions can the community expect?", by Khalednazari
A 運に関するリワークはされると良いなと思いますが、修正案全体が仕上がるほどにはなっておりません。 "I hope it gets a rework one day, but I think Luck is a mechanic that never got fully fleshed out" (McLean)
現在の運で出来ること ・ フックからの自力脱出率アップ ・ トラバサミからの脱出率アップ 以上です。チェストには影響していません。 Currently, Luck increases the chances of: Successfully getting yourself off the hook (Attempt escape) Getting out of a bear trap "That's it. It does not affect chests like many people speculated"
かつてはスキルチェックにも影響していました。運によってスキルチェック増やす/減らす議論の時に、チェストへの影響も加えたかったのですが、まだ出来ていません。 Trivia: It used to affect the skillcheck chances, but there was a debate if it increases or decreases the chances of skillchecks They wanted to add chests to the list of affected mechanics by Luck, but it hasn't happened yet
意訳: ヴィゴの塩漬けオファリングとこそ泥の本能でウルレアが出るようになる、というのはいいですね。 McLean's dreams: "Players using Vigo's Jar of Salty Lips and Plunderer's Instinct to loot chests for Utra Rare items" 0793UnnamedPlayer (ワッチョイ 1b67-7TBo)2018/10/28(日) 10:52:51.66ID:nSazoRZj0>>790>>791 まじで? 一回の儀式で調子良いと9-10万くらいもらえてた気がするんだが 0794UnnamedPlayer (ワッチョイ 1b67-7TBo)2018/10/28(日) 10:55:36.83ID:nSazoRZj0 蜜キメすぎて幻覚でもみてたのかもしれんな 0795UnnamedPlayer (ワッチョイ 11a7-Ha4+)2018/10/28(日) 13:09:02.36ID:uNz/cXYY0>>794 基本ポイントMAXで32000 バベチリで+32000 イベフック7本全吊りで+38500 合計10万2500 0796UnnamedPlayer (ワッチョイ fff6-7TBo)2018/10/28(日) 13:22:39.77ID:F2I0xOcW0 乗ってはいないが調子が良いと10万はあり得るパターンか 0797UnnamedPlayer (ワッチョイ 17a7-o1DS)2018/10/28(日) 14:25:15.92ID:yBhbNf9V0 発電機:C 救助:S チェイス:C 隠密:A スキルチェック:C 発電機:A 救助:C チェイス:B 隠密:E スキルチェック:B