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 0197UnnamedPlayer (ワッチョイ 7daa-6Vn5)2018/04/11(水) 00:32:34.32ID:8Z97RcGY0 ・ 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 0198UnnamedPlayer (ワッチョイ 7daa-6Vn5)2018/04/11(水) 00:33:43.54ID:8Z97RcGY0 パッチノート1.9.4 |エンブレム
Q 今後のDLCで、マップが一つしかない地域に新しいマップが追加されますか? A 過去にもそういうことはしてますし、今後もやっていきます。但しライセンス付きDLCは除く。 New maps for single map realms in upcoming DLCs? - "We've done this in the past and we'll revisit this for sure. Exception: licensed content"
新しく追加されるDLCとは別に、DLCの衣装だけを取得するDLCもリリース予定 Cosmetics for paid original DLCs: They will be included in the "Chapter cosmetics pack" with upcoming DLCs
Info on new balance changes (new jungle gyms etc) will be showed later this stream
捕食者のリワーク中: サバイバーの足音を大きくし、キラーの足音を小さくする。 Predator changes (WIP): increased audio volume for survivor footsteps and decreased audio volume for killer footsteps
リーダーボード: キラー別リーダーボードと総合リーダーボードを分ける予定。 Upcoming "Leaderboards" feature: Horvath wants an overall leaderboard and individual leaderboards for the specific killers 0266UnnamedPlayer (ワッチョイ a1a2-luqG)2018/04/27(金) 08:44:20.35ID:EqGqicM10>>263 Panel: Map Design changes
6月アニバーサリーの2週間前を目安にPTB予定 They are considering a PTB for those changes because they're major and important (2 weeks before the June release)
板グル箇所に「照準」をつけることで、駆け引きを面白くさせます。 Loops: added [line of sight] blockers to encourage and support mindgames
板吸い込みは修正完了。板の横からでないと倒せないようにします。 Pallet vacuum is gone, survivors have to actually reach the end of the pallet to drop them
これに伴って、停止状態から板を倒したら逆側に一瞬で移動する現象も無くなります。 This change also means that survivors won't be teleported to the other side of the pallet if they drop it without velocity
板を倒した際のサバイバーの回転は、走り動作をスムーズに見せるための動作です。 The "spin" survivors do when dropping a pallet is to maintain the momentun for your sprint (as in: smoother transition between the animations)
現在の開発ビルド: 板のど真ん中に板倒しアクションができないデッドゾーンが存在しますが、そこはどちら側にも倒せる場所に変更しています。 Current Dev Build: there's a "deadzone" in the middle of the pallet that doesn't trigger the drop down, but they're playing with two overlapping zones instead 0267UnnamedPlayer (ワッチョイ 4b18-S1ye)2018/04/27(金) 11:57:48.66ID:FHql7Q040 乙 足音大きくなるの助かるわたまに自分の足音鯖の足音と勘違いするから 板はこれどうなんだろう板グル弱化になるのかな 何らかのバグがもれなくついてくるor鯖発狂でレビューが荒れるまで見えた 0268UnnamedPlayer (ワッチョイ a1a2-luqG)2018/04/27(金) 12:23:23.75ID:EqGqicM10 Developer Stream #98 - "The One With Some of Your Favorite Real Life Devs!" - Summary https://www.reddit.com/r/deadbydaylight/comments/8f86dq/developer_stream_98_the_one_with_some_of_your/0269UnnamedPlayer (ワッチョイ a1a2-luqG)2018/04/27(金) 12:54:00.00ID:EqGqicM10>>268
Will there be a new map for Crotus Prenn Asylum and other single-map realms in any of the upcoming updates? Mathieu - "We absolutely want to want revisit the realms that have seen very few things. The exceptions are usually the licensed ones."
Q ドクターやハグのDLCをリアルマネーで購入した人は、これらのキラーの新衣装を取得できますか? Can people who bought The Doctor and Hag DLC with money get a cosmetic for these killers?
A はい。 社内では、今後プレイ時間で解除できるようになるDLCキャラクターを既に課金購入している人への報酬をどうするかを話し合っています。 意訳: DLCの課金購入又はプレイ時間によるアンロックしていても、(それらを含む)新チャプター(DLC)を購入した際に、何かを得られるようにする方向で検討しています。 Mathieu - "Yes, we talked internally about people who paid money for something that will now become available to grind. There could be cases where you'll have a little something in the Chapter Pack that you will not find if you buy all these things or grind all these things through the shop."
Any info on upcoming balance changes and new tiles? You mentioned new kinds of jungle gyms; can we get a preview of them? Mathieu - " 'Very yes' is the answer I put there."
Q サバイバーのエンブレムに関するバランス修正の予定はどうですか? Any updates to the rebalancing of The Emblems Update, especially with Survivors?
A 今現在ではバランス修正の更新作業はしていません。エンブレムに関するフィードバックと精査は…大変興味深いものになっています。 フィードバックから統計を作成し、見直しをしていきます。しかし、まずさきにバグ修正を行います。その後にバランス修正です。 Mathieu - "We don't have updates specifically on that, but The Emblems are being scrutinized to an extent that is...pretty impressive. We're getting feedback, we're getting stats we're gonna look at. But also, there are bugs we think should be fixed. There will definitely be rebalancing of The Emblems System."
Any console optimization plans for Xbox One and Xbox One X?
Mathieu - "The optimizations for console are ongoing. We're continually trying to find ways to scroung a little more performance out of these machines." Stefan - "We are looking into doing these kinds of things, and we're aiming to do it across the board." Mathieu - "It's mostly the total screen effects (distortion) that is very, very hungry."
Could you talk about the Town of Weeks? What happened in this town, and is it possible to have it as a map sometime?
Mathieu - " 'We could talk about the Town of Weeks,' that's the answer. But not today." Stefan - "I'm not even sure what that is..." Mathieu - "And is it gonna, someday, be a map in the game? Probably not."
Will you tell us more about The Entity? He's a very interesting character.
Mathieu - "That's a bold statement." McLean - "Assuming his gender, in current year..." Mathieu - "We will tell you more about The Entity, but it's still gonna be eye drop dosage constantly being dripped over you thought the flavor text for add-ons and perks and powers." Stefan - "So you better open your eyes so that the drops have full, immersive effect."
I'm curious if The Entity an ancient God and what area of the world it might have originated in, or if it came from Earth at all; and if it's growing in power and will eventually get to a concerning amount.
Mathieu - "These are very good questions..." Stefan - "I thought home is where the heart is. Here, there, aren't we from everywhere?" Mathieu - "No, no we're not." ["For The Entity, home is where the hurt is." -Unknown] 0270UnnamedPlayer (ワッチョイ a1a2-luqG)2018/04/27(金) 13:22:31.01ID:EqGqicM10>>268
Will lore get added, like it used to be, in the future; or are you planning on changing the way we get additional lore?
Mathieu - "Yes." McLean - "Like it used to be in the future?" Mathieu - "We're not gonna change things more. Since we're gonna release a lot of costumes, we're probably gonna get more backstory on the characters, and a few more facets to interpret them in. We want to find more ways to tell the story."
Q 以前にプレデターの修正について、足跡バグを直すまでは着手しないと言っていました。バグは直りましたが、今後の予定はどうなってますか? Since you didn't want to change Predator until the scratch marks were fixed, now that they're fixed, what sort of changes are you planning to make?
A プレデターを付けているとサバイバーの足音が大きくなり、ライトウェイトをつけていると小さくなる。というアイディアがあります。 Stefan - "I think that we wanted to increase the volume of footsteps when you use Predator, and reduce the volume when you use Lightweight." ※簡略サマリ版>>265ではテープ起こしした人がニュアンスを変えてるっぽいです
Q デッドハードのバグ修正はいつ行いますか? ボタンを押してから無敵発動までに時間がかかるようになりました。デッドハードが発動し、疲労メーターが表示されているのに、ダウンさせられることがあります。 Will you fix the bugs with Dead Hard that came with the rework patch? Dead Hard takes longer to activate than it would have; sometimes you hit Dead Hard, see the Exhaustion meter, and the Killer downs you anyway.
A 興味深い指摘です。丁度昨日にデッハで登れてしまう箇所を潰していたところです。 ボタンを押してから発動するまでにあそびがあることは把握していますが、これは通常のプレイヤーがボタンを押す時間からすれば誤差程度です。 デッドハードのボタンを押してから加速するまでの間に無効時間が存在してしまっているのだと思います。見直してみます。 Stefan - "This is quite interesting, because yesterday we were looking at Dead Hard to fix the exploits (where you can get on top of objects and whatnot). We noticed there is a hiccup as you press the interaction button to trigger Dead Hard, which significantly lowers your speed and then jacks back up. It might be during that time period that Dead Hard is not active as it's trying to kick into that exceleration. We'll take a look."
If the Killers ever met one another, would they fight each other?
Mathieu - "I think for some of them, violence is the only way they can express their feelings. But maybe. It probably wouldn't go well; maybe two of them would actually be friends (Nurse and Huntress?), but I don't think so..." 0271UnnamedPlayer (ワッチョイ a1a2-luqG)2018/04/27(金) 13:22:54.97ID:EqGqicM10>>268
Q リーダーボードに関してです。報酬やランクはキラー別にしてくれませんか? 私はハグメインですし、他のハグプレイヤーとの競争を楽しみにしています。しかし、ハグでは(他キラーとの)競争が難しくなりそうです。 In regards to the Leaderboards in the future, will the Killers be separated to allow for individual Killer rank rewards? As a Hag main, I'd love to be able to compare my performance to other Hag players and possibly earn a cosmetic reward for achieving an exceptionally difficult task with her.
A 尤もな指摘です。ディアブロ2のような、全体と個別を両方持つ方式なら良いかもしれません。 Mathieu - "' That's a great idea.' " Stefan - "I think it'd be amazing. It reminds me of Diablo 2 and their leaderboards and the fact that you can have an overall leaderboard and then the specific classes." McLean - "That sounds super cool."
With the growth of Behaviour Digital, have you put any thought into improving older character animations and improving graphic quality of existing maps and textures? It would be cool to see a fresh take on old Killers and Survivors.
Mathieu - "We've taken thought to that, but it's always a matter of weighing that against new content, and usually new content wins. Even if it's just making a new outfit [for a Killer instead of fixing an old one]. Maybe the Mori's or something we could probably revisit, but every single time it's gonna be the question of, 'Do we do that or do we do new content?' What would you like to see?"
Q エンブレム実装後のランク分布を下さい。 What are the rank statistics after The Emblems update?
A 統計担当に依頼中です。 Mathieu - "I asked our Stats Wizard, and he said, 'Oh, I'm working on it.' We will try to share these as they come in. It's not a simple matter..." 0272UnnamedPlayer (ワッチョイ a1a2-luqG)2018/04/27(金) 14:31:06.47ID:EqGqicM10>>268
視線を切れる障害物が板グルに追加されます。これにより、板に隠れてるサバイバーと同じほど簡単には周囲を確認できなくなります。 もし貴方が板の傍にかがんだら、そこからキラーの位置を確認できるようにカメラの方向を調整しなければなりません。 サバイバー側のこの調整時間はキラーに有利に働くでしょう。 Stefan - "Blockers have been added to the loop. You won't be able to see as easily the player who's hiding by the pallet. While you're sitting at the pallet, you'll have to orient yourself in a way to be able to see the Killer himself. In that time, the delay to orient yourself might be enough time for him to take advantage of you." https://i.imgur.com/CYecaYb.png
加えまして、板の倒し方を変更します。 板吸い込みの修正と、板の倒し方をより感覚的にします。 多くの場合、板を倒したら板の向こう側に渡ります。板に駆け寄って板倒しをし、倒した側に留まりたいケースは少数です。 もし走っている最中なら、そのまま向こう側に板越えをするでしょう。 Stefan - "In addition to this, we've also changed how we drop pallets. We are looking to fix pallet vacuums, specifically, and to make dropping pallets more intuitive. In a lot of cases, you'll drop a pallet and switch to the other side?you'll cross over when you wanted to stay on one side because you ran at it a little bit. As long as you had forward momentum, you'd jump to the other side."
※↑現状の説明 ※↓修正案・現状の開発ビルド
・板倒しは、移動(方向)よりも、サバイバーの位置と向きで決まります。 Pallet throwdown will be based on position and orientation rather than just movement. ・逆側に移動するまでは板を倒すことはできません。 You cannot throw the pallet down until you've completely moved to the other side of the pallet.1 ・板を倒しても、向こう側に移動しません。 To drop the pallet on one side, stay on your side. ・板倒し後に同じ速度で走り続けるために、サバイバーは回転をします。 There's a spin when you throw a pallet down whilst running so you can continue running at the same speed. ※回転 https://i.imgur.com/6CIx47N.png ・板の中間では板を倒せません。(ので、板吸い込みで逆側にワープさせられることはありません) There is now a centerpoint where you can't put the pallet down (so you can't vacuum to one side).
不幸なことに、今は結局板の中央でボタン押下をしています。 サバイバーは反対側に移動しながら板を倒すためにボタンを連打しなければいけません。これは良くないですし、もっと早くに修正するべきものでした。(このような板倒しは)常に行う動作ですので。 もう少し突っ込んだ調査をしてみます。 Stefan - "Unfortunately, we end up pressing space while we're in the middle of it. Well that's not enough anymore. You need to continually spam it to get to the other side and drop it, and it doesn't feel very good, it feels like it should have done something earlier because it always has. So we're investigating putting a slight snap."
Q ハントレスの板グルも考慮していただけませんか?トラック周辺の謎判定とか。 I hope you're taking Huntress into consideration with pallet loops... Are the pickup truck hitboxes ever gonna be changed?
A この問題はハントレスだけでなく他のキラーでも起こるんですよね…。マイケルの凝視とか。 Stefan - "The collision issues don't only happen with The Huntress. [It also happens with Meyer's and his stalking, as well as chases.] 0273UnnamedPlayer (ワッチョイ a1a2-luqG)2018/04/27(金) 14:53:24.43ID:EqGqicM10 steamの方でもラグスイッチツールでのIP指定機能、対戦後にDOSアタックしたりと、チートツール側でIP表示前提な事例が出てきてるので一応
Q 以前に限定品は作りたくないということを仰っていましたが、コスメショップでは限定品を販売する予定ですか? Since you said you don't want to exclude anyone and stopped making the exclusives, will you make the exclusive cosmetics available for purchase legally?
A コスメショップに関しては現在も議論中ですが、今も限定品は存在します。(twitch)Tシャツや提携品など。 Mathieu - "The store and the cosmetics released is still being discussed forcefully, but there are some that will probably never be available: ones for specific streams or partnerships."
Q 板グル板吸い込みの修正予定をお願いします How do you plan on dealing with the pallet looping and vacuuming?
A 板グルは修正中です。板吸い込みはテスト中です。DSもテスト対象です。 Not_Queen - "Loops are being worked on. Pallet vacuum changes are being tested, also. As for DS, this is also on the list for testing."
Are there any plans to work on or release optimization for consoles? Mathieu - "This is ongoing. There have been many improvements. We are certainly not done. We understand that it is needed."
Q Chaser と Benevolent エンブレムが取りにくいです。金すら厳しい。調整はどうしますか? Is there any way to tweak the values on the Chaser Emblem for Killer and Benevolent for Survivors? Right now, they're both extremely hard to achieve in Gold, let alone Iridescent.
A そういう声が上がっていますし、調整はします。いくつかのエンブレムは想定よりも取りにくいものとなってしまっています。 Mathieu - "The survey will be a great place to put these kinds of comments. And yes, some of the Emblems right now are harder to achieve than was intended."
Q トーテムを見つけやすくするナーフをこっそり仕込んでませんか?以前より見つけやすい気がします。 Did you stealth-nerf Hex Totems with this patch? They are easier to find on the game map more than ever.
A いいえ。 Mathieu - "I didn't think we nerfed anything." The people he had asked said they didn't change anything.
Will the cosmetics shop be available for console? Mathieu - "Yes, absolutely."
Q 吊られてから自殺した場合、他のサバイバーのBenevolentエンブレムに影響はありますか? If someone tries to jump off the hook and ends up in struggle and/or dead, how does that effect Benevolent for the other Survivors?
A 本当にそんなことしてるの…?それは他の味方のチャンスを奪うだけです。(なので、質問の回答としてはYesです) Mathieu - "It doesn't really. It removes the opportunity for someone to save you. (So in a sense, yes.)" 0279UnnamedPlayer (ワッチョイ a1a2-luqG)2018/04/27(金) 18:40:00.42ID:EqGqicM10>>275
Q BPやエンブレムでキラーの能力に対抗できるようにしませんか?斧投げ、ブリンク、チェーンソー、罠など。 Did you consider Bloodpoints or Emblems points for being able to dodge Killer abilities? Hatchets, blinks, chainsaws, bear traps, etc.?
A 意訳:何が何だかわからない… Mathieu - "The biggest issue with that is trying to figure out, 'Did the Killer just miss because they're bad, or did you dodge because you're good?' We don't want to reward you if The Huntress just throws shitty hatchets all around you. This is a tough one." Not_Queen - "You're rewarded by escaping?" Mathieu - "But not for that specifically. That's because it's extremely hard to determine what had happened at that moment."
Now that your studio is completely independent, how would you say it has impacted things, both positively and negatively, since the change? Mathieu - "It hasn't changed the culture of how we do things just yet. It means that we can make the decision here in the room, agree to it, and put it into motion immediately."
Q エンブレムの最多ポイント取得者をMVPとして表示するのはどうですか? Now that the Emblems System is out, can you make it so that the players with the most Emblems points is mentioned as an MVP at the end of the game?
A 良いですね。ゲーム終了後にエンブレムの内容に応じて報酬を与えるアイディアは出ています。但し現状は以下略 Not_Queen - "I know I'd always mention it. That would be really cool." Mathieu - "It could be. We have an idea for titles that could be awarded to people at the end of the game, but that's still in the..."
Q エンブレムの稼ぎ方を(ロード画面等で)表示しませんか? In the future, will we get any popup on how good we're doing toward specific Emblems?
A 現在議論中の事柄です。今のところはゲーム開始のUIは最小限にするべきという立場です。 Mathieu - "It's one of those things where there's big, alid arguments on both sides, and it's almost more of a philosophical standpoint because the idea at the beginning [of the game] was to keep the UI as minimal as possible."
Q 渇望の修正は行われますか?少し前にそのようなことを発言してましたが。※2月頃の生放送で渇望弱化について言及してました Is Bloodlust going to be changed like the way you guys said a while back?
A 開発ビルドでは調整を終えました。板グル修正のパッチに混ざります。 Mathieu - "Moderate changes are done to Bloodlust internally." Not_Queen - "That comes in with all the loops, pallets, and vacuum changes."
意訳: 次回追加予定キャラはオリジナルです。ライセンスではありません。 The plan is to release a new Chapter every quarter. Will they all be original? If so, will there still be room for licensed Chapters? Mathieu - "They will not necessarily all be original. If we have a license opportunity that we decide to grab, then it will be one of those Chapters; it's not gonna be an extra Chapter stacked on, because it's not like we can create a team to work on that while we're doing the rest of the game. But what I can tell you is that the next one is an original one."
Are there any upcoming events or challenges? Not_Queen - "The next event is the anniversary." Mathieu - "Is it gonna be fun?" Not_Queen - "Of course it's gonna be fun!" 0280UnnamedPlayer (ワッチョイ a1a2-luqG)2018/04/27(金) 18:54:21.82ID:EqGqicM10>>275
Has there been any further progress made in regards to the softban system on console? Not_Queen - "Absolutely. Actually, we have someone working on the in-game report form to make it accessible. It's on the list; I don't know when it comes."
Q サバイバーがフックに吊られた際のオーラは常に遮られないようにしませんか?少なくとも、(フック-鬼-他鯖 の位置関係の時に)キラーの位置はわからないようにするべきだと思います。 Could you make the hook bubble not block the vision of anything behind it, or at least make the Killer silhouette go past it?
A 意訳:これは意図された仕様です。 Not_Queen - "We have different opinions on the team on that one; this is not gonna be touched anytime soon. Correct me if I'm wrong, people from design..." [From chat: "I believe the design team said it was intentional."]
Q サバイバーに固有能力か、固有の強化をしてキャラごとの特性を際立たせるようにしませんか? Have you ever thought about giving each Survivor an individual skill or buff to make their playstyle more unique?
A はい。この件については何度か議論し、そろそろ決まります。 案はいくつかあります。パッシブ能力を付ける、固有パークを本人が付けたら強化する、等。 Mathieu - "Absolutely. We've talked many time about that, and it still might come. There's been a few different versions of that, whether it's a passive ability or the fact that these perks would be stronger if played by the character who 'owns' them."