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DBD Problems and Potential Fixes 9/10 Lack of Match Variety

This is a series of recommendations to hopefully change the game for the better. I am posting each section separate, but a lot of them are connected and work much better understanding the other changes. Some are more Killer sided, and some are more Survivor sided, but overall I think it levels the playing field in a positive way.

If you want to read the draft I am posting the sections from you can follow this google doc link.

With that said, here is part 9.

Lack of Match Variety

Some days you get nothing but the same killer or player(s) back to back to back. With nearly 30 killers now that should not be happening outside of a new killer. Also some people will suicide on hook when they get the same killer or another annoying killer just to “go next”, throwing the match for the other 4 people who are all also forced to “go next” and waste everyone’s offerings/items/add-ons. With killer queues as long as they are right now, I would rather skip over those players and wait longer if I am given a greater chance of a real match. In addition sometimes you run across a cheater, someone clearly throwing, or someone who has a playstyle you have no interest in engaging in. (10 minute stealth survivors or 4 minute bleedout killers for example, or the survivor who suicides on first hook in a temper tantrum)


Proposed Solution:

A killer ban system for survivors and a matchmaking block list for everyone. Players can enter a matchmaking menu to ban certain killers or players. This would be limited to 1 ban per 5 killers released, so with the current 29 released killers there would be 5 killer bans. As for matchmake blocking players, I think 5 is a decent number. The menu would have 2 preset options, and a custom selection. The 2 presets for killer bans would be “only ban single previous killer” (the default option) and no bans. The custom bans would have an option to have “previous killer” be a repeatable ban slot. With player bans it would add an option below “block” for MatchMakeBan, and would kick out the oldest person on your list if you are at cap.


The custom selection when playing in a SWF could be done simply (only lobby leader’s selections matter) or in an advanced manner. (Blocking each player’s first new selection and continuing along the party until the max bans are selected) I would recommend the advanced version if some form of party save feature to play with randoms from a previous match is implemented.


This would also serve as a form of feedback for the devs, to show which killers people dislike playing against. If certain killers are banned at quadruple the rate of others, then clearly there is a problem with those killers. The “previous killer” ban is so the killer isn’t added to the statistics for a lack of enjoyment or desire not to play against the killer, simply desiring variety. The occasional anonymous feedback on the news page can then also ask why the current top banned killers are being banned. The only ban previous killer in the custom selection could also be used in all 5 slots, ensuring you play against 6 different killers among 6 games, but the 7th game would allow for the first killer to pop back up as they have cycled out of the ban list. For new killers it could either not work in the first week against them, or alternate blocking and not blocking them. This could even be hybridized to not blocking the first week, 50% block the second week, and normal after that. I would recommend the hybrid version.


Killers would receive an additional BP bounty like the role queue bonus, but adjusted for the ban list of their region. The least banned 5 killers get 50% bonus BP, and the next bottom 5 get 25%. This could be based on the past hour of bans for your region. This would use the variety ban for the numbers, since the goal is diversity in killers played. These numbers could be expanded upon, but I think the current ratio of the bottom 1/3rd being rewarded is best. 


This also could be reversed, with a killer preference list for survivors, giving 100% bonus BP for the killer. This is since the survivor can be prepared for who they are going against (eg. Spine Chill vs Stealth, no healing vs Plague, self-pickup perks against Twins, etc.). I wouldn’t worry about this part yet, but it is an idea.

Comments

  • ByeByeQ
    ByeByeQ Member Posts: 1,104

    I could get behind a system where you don't match again with the last killer you faced or if you faced a killer twice in a row you will not get matched with another to make it 3 in a row. Something like that could at least be reasonably implemented to accomplish the OP's title goal: match variety. If they could do the same for maps that would be good too.

    To do anymore would be overreaching and most likely have a very detrimental effect on queue times.

  • mizark3
    mizark3 Member Posts: 2,253

    It would only be a detrimental effect against problem killers, which would force problems to be addressed in a more timely manner. My implementation also would give a BP killer incentive similar to the role incentive, so it would ensure queue times are only affected if you are a one trick for an excessively banned killer. Variety killers would have faster queue times because they can choose. Also you can look at the Beta Wiggle for a ratio of people who use all the features in the game, and more people don't use such features than do.