Make Kudos matter
Everyone complains about toxicity… and the suggestions all involve trying to work around the bad behaviors themselves. Anti camping mechanics. Anti tunnel mechanics. Specific builds to harass or work around. You are in an arms race with sweats who don't care. Trolls and griefers troll and grief because THAT is the game to them. "You died, I win" or tea-bagging the gate. There is no downside to it, because being trash is not reportable or actionable as, well, you cannot automate moderation. And there is no upside to being a good sport.
Here is a method: Make the kudos matter. Add a counter for kudos for the player. It is generic and applies if you are killer or survivor. Resetting the week AFTER BP / rank reset. When you queue, the total games played for week is divided by total kudos (well.. +1 to avoid divide by 0 shenanigans), to give you a ranking. This ranking is then used in matchmaking to slot you into queue. The higher your ranking, the lower your timer. The fewer games you have in a week, the shorter the queue to ensure a chance at ranking up and earning kudos.
Reward good behavior -
The more you give, the more you receive, the higher in queue you go. Your wait time goes down.
Killers who do eight hooks in a match, not hook states, actual pick up and hook, AND those hooks are to different survivors, get an automatic kudo in the system. If you chain hook an AFK, you still get credit.
Survivors who are left to rot, and go the distance, or bleed out, get a kudo automatically, as well as a timer bonus to allow for gold emblem at end. A survivor tunneled out gets credit if and only if they never had an afk crow and performed 30 seconds or more of generator, totem break, and / or healing.
Punish bad behavior-
Every report for AFK, body blocking, cooperating with killer, trolling, or other report where it was verified and action is initiated resets kudos to -8.
Additionally, everyone gets a limited number of blocks, say 10 PLAYERS, not killers or survivors, players. you can even make a short note of why you blocked, visible to yourself. So block someone, you don't see as killer OR survivor. 5 are free and unconditional, you don't like how they played, you block them. You can unblock if you like after daily reset.
However, every block after 5 costs 2 kudos. Don't have them? Remove a block or play better.
Blocked players and killers will only be affected by those that block them. The larger that pool, the longer their timer is, as will the people doing the blocks. As it should be.
The block list does NOT reset. Sitting at 10? You will need to manually remove before you can add another.
The killer's place in queue will not be affected outside the ones blocking them. So a super good nurse or huntress who plays clean, will naturally have kudos pools that that give them shorter queues. The good players and fun games will have short times and naturally band themselves together and the toxics will self-select themselve to the dregs.
Is it perfect? No. Is it exploitable? Probably, everything is exploitable if you try hard enough. DBD is an asymmetric PvP game. Toxicity is inevitable.Either you moderate EVERY game, accept the toxicity, or give the players the tools to self sort.
Comments
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Anything like this is just a bad idea. You would just be punishing people for doing something that someone else doesn't like. It could be as simple as you going down in first chase quickly, or just playing a character that person doesn't like. And punishing people for blocking someone is… just a garbage idea lol. More so when you limit it (why?).
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They just need the ability to give up some of your BP post match to another player even on the opposing side. Had a fun killer you faced? Give them a bp boost. Had a survivor you thought did well, perhaps sacrificed themselves to ensure someone else got out? Give them a bp boost post match.
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I agree with the concept, but not your idea of it. Coming from playing FFXIV where you do get to give a kudos or a commendation to one player after every dungeon or duty, I genuinely think a kudos system encourages good behaviour and a good community. In that game, there are certain achievements, which come with rewards, from receiving a certain number of kudos over time. But honestly? It always just made me happy when I see at the end of a dungeon that someone chose to give me their comm because they thought I was helpful or good at my role.
I don't think the kudos mechanic should impact the queue system. Maybe just…long term milestone rewards for receiving a certain number of kudos, to encourage good behaviour. I also think that the kudos mechanic and the reporting mechanic should be completely decoupled. One is telling a player 'hey good job' and the other is reporting banned behaviour within the game. It's the difference between being given a treat for good behaviour, and being charged with a crime (dramatic, but we're talking metaphorically).
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Blood points are cheap. Ir shards are a little better. Anything less than Auric is not going to get anyone to care.
And no one is being punished, outside those doing something reportable. The goal is to reward fun play, and remove the penalties for the victims. The trashy will not give or get, and will natually drift together. And the fair and fun play will rise together. Killers going for the MECHANICS OF THE GAME, auto receive regardless of survivor salt. Survivors tunneled, camped, or rotting out auto receive. Think of it as an MMR rating that the community has control over. Play toxic, go on a ban frenzy, your number goes down and you play with others like you. Fast fun match, people like, you get fast fun games. I have lost and thumbed up skill.
I did also specify that the counter RESETS. Putting it the week following rank reset means good players get a rank boost and the bad ones don't. After Kudo reset, everyone gets a chance to improve the meta.
The other option is no changes, they continue playing whack-a-mole with the meta and poor sportsmanship, every other match is a slugging ghoul and stun squad swfs, and we go though ANOTHER round of the same complaints and falling player base until a new pay-to-win killer comes out. They have been trying the negatives for how many years? Maybe we see what positive does.
Post edited by Wolfiestein on0 -
You say that, but people are hustling to get charms, icons and banners during events. It could be as simple as that.
But quite frankly, I think your response underpins the very point of the issue. Kudos are good to foster a positive community, but based on your response, it seems like you've already written off a large portion of the player base as being toxic or unwilling to do something as simple as give a thumbs up to a fellow player after a match. It also comes across like you think all survivor players are 'salty' or petty when killed, and that somehow all killer players are the victims of this, when in my experience, the ratio of 'toxic' players between killers and survivors is pretty even.
Again, I am pro-kudo mechanic having more of a benefit. But it seems like your issues aren't so much with the kudo system as it is with game meta, killer builds and particular survivor play styles, which isn't an issue that's going to magically be addressed by the kudo system. Especially when the MMR is already so complicated that connecting the kudo or reporting system to matchmaking would be a logistical nightmare and likely just lead to long wait times and less matches.
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Not.. quite. I never said magic fix. I never written anyone off. It is a reaction to thread after thread on toxic behavior, the ghoul alone would fill a day of reading, and the requests for a block feature, and the requests for a ban this perk or that perk or do LoL style character blocks, and the constant discussions on anti-tunnel anti-camp anti-blocking anti- anti- anti- and so on and so on. The fact 'go-next' is even a thing that has to be worked on kinda supports my point.
The thrust of the suggestion is exactly what my post actually talked about - bad actors are always going to be bad actors, and there is no fix for that. Instead of JUST trying to work around it, give a system that works the opposite way. Super sweats can still super sweat. The goal is to let them self select to play each other in a way that does not break the game AS a game. The goal is to encourage PLAYING THE GAME.
There are games that have functioning systems like what I described, the key is tying power or progression to it. DbD does not really have 'power,' per se, and advancement is.. honestly fast as it is. IR shard rewards are doable. BP is cheap and there are so many event bumps as it is, that alone is not worth it. And there is this entire aspect that does nothing right now. Put it to use in a meaningful way.
And let's be honest, MMR is already an exploitable joke already. And a rework is loooong overdue. Should that happen, why not encourage fun again? If you want super sweaty, be super sweaty, just don't complain about queue times when people quit or avoid BECAUSE of super sweaty.
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Even if the Thumbs Up Feature gave the person feedback saying "Great job!" Would be nice. My other idea simply would be add a 10% BP incentive on their trial if you got upvoted. This does not stack. I am just spit balling here but why not? Make it do SOMETHING.
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