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Disconnections and penalties. tired of being the one that is penalized for someone else's actions.

DEVS: it's great you gave us a new tome and all, but the disconnections have ramped up since it came out. I lost out on points, tome challenges and what not because of disconnections. this is intollerable. you rolled out a very buggy DC penalty a while back for a test and yes it needs work but since it was only a test everyone went right back to their old ways and dc to penalize the killer (or survivors) for besting them. I know they get no blood points or tome progression, but it robbed me of points, robbed me of sac's and in the long run robbed me of tome progression. I know I am not the only one here that feels this way but you have coddled people for 3 years with the idea that de-pipping was a GOOD IDEA, but it is what they want.


I just got two people dc on me as i was taking them to their FIRST hook. didn't do anything against the survivor entitlement idea of what a killer should do (other than that i didn't go to a corner and hide to let them do anything they wanted). hell i didn't even dc against them becuase they got my devour hope before I could even get one hook. this is getting intolerable. have i dc'd intentionally without a good reason? yes i'll admit i have, but it's a very rare thing. I didn't even dc when i was so upset at one of my teammates who was berating ME in voice chat. I left the chat but stayed playing.


suggestion:

1) implement the disconnect husk left in the world even without the penalty. that would allow the killer to get the points for sacrafice and qualify for tome progression points etc.

2) institute a communication from behavior to anyone disconecting that they are having their account reviewed and if there was a bug or any mitigating circumstances that they must respond within 7 days or there will be a temp ban on them playing till the account can be reviewed in full. issue penalties in accordance with TOS with this. YES it will necessitate a staff group to dedicate time to this.

3) STOP telling us you use back end mechanics to identify disconnects because you obviously don't act on it, i have never heard anyone complain they were banned because of this ever except during the test. What I think when i hear you say that the back end is monitoring the situation is that you are letting things have data collection but then are not acting upon it. I've seen people dc 5-10 times a night in a PUBLIC STREAM, claiming I don't care what will happen I don't like how the killer didn't hook me in seconds, I didn't like how the killer looked at me, I didn't like that the killer nodded his head condescendingly at me. and they continue to play this game to this day without any penalty that is measurable. blood point loss = who cares, i'll get it later, negative pips = I want this to happen, don't want to be in red ranks, loss of tome progression = I'll do it later.

Comments

  • InnCognito
    InnCognito Member Posts: 720
    edited January 2020

    Reminder: We really aren't supposed to talk about leaves at this point is what the rules are.

    I've made it a point that "community" is what makes this the game. Back in the day of the first 2 years of the game. Players generally respected one another fairly well. Killers vs survivors. If players had game crashes, we would GENERALLY allow one or all of the survivors to complete objectives and leave the match, infact many times we would give the last survivor the hatch out of respect.

    Yes, Out of respect. There generally was GOOD sportsmanship, so as long as the killers did NOT camp, and survivors weren't too mean with their flashlights. The closing of the hatch has taken that away. Because it does not feel "sportsman" like.

    Sure, standoffs were not fun. Because the stand-off could last anywhere from 45 minutes, to even sometimes 4-6 HOURS. Because either side was not happy with one another. But those were seldom and rare. Had they REMOVED survivor grabbing and left the hatch alone. Things would be different.

    It is what it is. and the backlash on penalties came about with survivors tugging on the hooks right away.

  • Ancheri
    Ancheri Member Posts: 157
    edited January 2020

    First suggestion is a great idea. They could even implement the AI from the killer tutorials. Wouldn't that be cool c:

  • Freki
    Freki Member Posts: 1,903

    they said this is one of the things they are working with, and have it in game already now with spirit and freddy. the others are just thoughts in the moment because i'm tired of people dc'ing to de-pip. it's one thing to throw the match. it's another thing to just disconnect. both are bad but dc'ing to do it puts EVERYONE out points.

  • InnCognito
    InnCognito Member Posts: 720

    This is from MY spectating POV when players abandon matches. This is observations only.

    • Being the first one struck down by the killer within the first 30 seconds of the game.
    • Being struck down in a pallet.
    • Being struck down through a window.
    • Being camped, pulled off the hook and struck down again.
    • Being the last one standing and then after the hatch closes. They abandon.
    • Being slugged for an extended period of time.
    • After a team mate being hung, the killer beelines it to their location (BBQ).
  • Freki
    Freki Member Posts: 1,903

    and none of those are valid reasons to disconnect. if that's the mindset then why play the game at all? "I lost ruin in the first minute of the game, i'm done" means you need to play without it and learn to do so. "I got tunneled" means you need to let go of your notions you will win any game when two sides are pitted against each other. "I saw the killer coming for me from across the map and through buildings because the killer had BBQ" this is hilarious too. slugged for long periods of time? just crawl to a corner and go afk or do somethign else,in 3-4 minutes you'll be out of the match anyways. struck through a window? hmm it's open, you just passed through it why can't the killer's weapon? being struck in a pallet means they hit you before you started over it but latency didn't register the hit on your end right away.


    honestly the only reason it is there to prevent games from becoming infinite because of a game breaking issue "survivor stuck in the geometry" where killer can't even knock you down to get you out." or killer stuck in the geometry. there is an emergency you have to take care of and you don't want to be stuck in a match during that time though it's questionable why you'd dc then log out of everything unless you're a security nut for an emergency. it is acceptable to dc if you loose power or internet (can't help that) or if a router in the middle of your data path craps out and the network disconnects you.

  • Ancheri
    Ancheri Member Posts: 157

    I just read this post and had two games with the killer immediately disconnecting due to bad maps (Huntress on Haddonfield & Nurse on Lery's). Now I never disconnect even if I were to bleed out on the ground. I'd rather go afk or something. But this is just a huge unfairness (although I'm thankful for not having to survive Lery's).

    Besides I'm occasionally playing in a swf group. My mates often tend to disconnect even though I tell them I absolutely dislike it (probably won't play in this group for much longer though). However, they just say they don't wanna waste their time in a "boring" match, i.e. Huntress with iridescent hatchets, moris in general or even Clown with the finger.

    So yeah.

    Pls fix dcs 😁

  • thehotdogman93
    thehotdogman93 Member Posts: 81

    I think the AI killers from the tutorial are just scripted to carry those actions out. Actually having an AI killer to play against would be much more complicated to implement in the game. You have to remember, all killers rely on their special ability, and teaching a computer when and how to use their abilities reliably is a big challenge, let alone simulated but realistic hunting of survivors.

  • Ancheri
    Ancheri Member Posts: 157

    I was referring to survivor AIs only. Those would at least actually run from the killer and struggle on second phase, also making progress on gens if the killer isn't close - overall not completely useless and better than playing with one player less. Also, killers get their points for injuring, downing and hooking the AI.

    However, that would not really work for killers. Better to just start a new game then.

  • Freki
    Freki Member Posts: 1,903

    I agree AI anything is not something that would be good on either side, what was mentioned as a possibility was just leaving a husk in game that can be hooked and sac'd or mori'd etc. which just requires the game to put a place holder standing right were the dc'd player was. This also drops their item in the match area and others could pick up the items as well so it's a win win on all sides. heck survivors could conceivably heal the husk if the killer stops the chase for some reason and goes off. anyways I understand that some mori's might trigger fears and what not. I can understand this as this would be medical reasoning to dc when you find out it's the clown and what not because that can trigger anxiety, fear, and many more medical conditions. though if they want to use that excuse there may need to be a bit of medical documentation required or they may need to just stop playing in order for the account to not receive penalties etc, so it is something that those at behavior have to have in place, don't have to tell anyone about but back end policies on how to deal with communications about the dc.


    the husk idea though doesn't really penalize anyone at this point and gives killers the opportunity to get the points or progression. This whole thread was based around the proposition that husks be used to help minimize the impact of DC's. and still give them time to work out a penalty system that doesn't penalize things out of the player's control. It may even be enough to not require penalties beyound simple no blood points, removal of some blood points stored and time between matches etc.