Queue time "Fix"
Hey, I think that DBD needs a system similar to Overwatch or WoW called "Call to Arms"
Where you get a reward if you queue for a side that has less players, which evens out the queue. Giving triple bloodpoints for you queueing for the side that needs more people.
For example, mid day - survivor queues are so long like 5-10 minutes and killer queues are instant.
So if people queue for killer, they should get triple bloodpoints - making more people queue for killer and even out the queues (vice versa, if killer queues are taking too long, survivors should get call to arms)
I think this would be very helpful in evening out the queues between parties
Comments
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Although I think triple your usual bp is a bit much, I'd be up for a bp reward for playing the side with less players.
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That actually sounds reasonable. I like this idea.
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If it's not a bit much, people won't queue. It needs to be enough to encourage people who wouldn't normally do something. or else they just won't do it
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Maybe 1.5x would be good.
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I (and a lot of others) didn't bother to start up the game for the recent 1.5x BP event. If long queues don't get a player to switch sides, 1.5x BP definitely won't. And there are killers who don't even run BBQ. Crazy, I know.
Anything less than 2x BP won't convince anyone, and even during the last double BP event I don't think queue times went super survivor-sided the way they used to. Shards would probably be a better guarantee for getting players to switch sides, but that'll never happen.
It seems like the people willing to switch back and forth between sides already do that just for better queue times. The ones who really don't wanna play the other side are the ones who need bribing, and from the way some people talk on these forums they'll need a lot of bribing.
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You can't force people to play a role they don't want to play. If I'm getting screwed over by bad hit validation, bad auto-aim, laggy survivors, unfair map RNG, and stacked meta perk SWFs, I'm not gonna want to play killer no matter what you give me for it.
"But what about camping/tunnelling/slugging", I hear you ask? I'd rather deal with one person's toxicity than four. And I think it's safe to say a lot of players feel that way, because otherwise we'd have more killer players.
Hit validation should prioritise low ping. It doesn't seem to. Perhaps the servers should check positioning more often as well as validate the hits. I'm not sure how it currently works, but there's clearly something wrong when I'm missing survivors point blank with 200ms+ ping when my ping is 30-40ms.
We should be able to turn auto-aim off. The amount of times I've been thrown into a wall instead of the survivor right in front of me is ridiculous. It's a simple case of adding an on/off option, and would solve a lot of issues.
Map RNG needs addressing. For every dead zone, there's instances of double pallets on small tiles or strong loops connected to each other. Tiles should be set, and RNG should be used to dictate tile orientation and pallet/window locations (where applicable). Generators should not be spread so far apart on some of the bigger maps, OR those bigger maps should be reduced in size. Breakable walls need to be optional for shortcuts (ie; Midwich bathroom stairs, Coal Tower top floor openings), not mandatory for removing infinite loops (ie; Groaning Storehouse/Ironworks of Misery main buildings).
After that, work on balancing perks, etc. and killer might actually be less of a chore to play.
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