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Stop using kill rates as evidence of anything...

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Comments

  • GeneralV
    GeneralV Member Posts: 12,666

    I think it does match the community's definition to a certain extent. At least the last time I shared it here there were no disagreements.

  • subdl
    subdl Member Posts: 38

    Many killer players probably see a “win” as getting 3 or more kills in a match—that is, eliminating the majority of the survivors.

    If that’s the case, isn’t it reasonable to assume that the developers aim for an overall kill rate of around 60%, in order to maintain a perceived 50% win rate for killers?

  • crogers271
    crogers271 Member Posts: 3,254

    Reasonable to assume? Sure, until you see what they've actually said about it.

    They've had ample opportunity to say they shoot for that kill rate to get a win rate, however, and far more importantly:

    If the goals of the devs was a 50% 3k+ win rate, why would they even have a kill rate goal?

    If your metric is win rates, you don't need a kill rate goal, you just need a goal for win rates.

    It's a reasonable starting presumption, but not when you look at their comments, the data, and how if they wanted to balance around win rates they would never get into discussions of kill rates in the first place.

  • hailxsatanxeveryxday
    hailxsatanxeveryxday Member Posts: 920

    Truth.

    It's especially annoying when you have a game that's completely winnable with everyone alive and two gens left, but someone gives up on second hook because they had to wait 20 seconds for me to self-heal (and the other two survivors are on the last two gens) and we all end up dying with the exit gates open, or someone suicides immediately after getting an early down and later on everyone remaining gets slugged with one generator left at like 80% progress.

    I'd have a different attitude if people only did it when the game was completely unwinnable. I mean, it wouldn't be great, but nobody really blames anyone when there are five gens left and two people are dead. I've just had way too many games in solo recently where the game almost certainly would have been won if one teammate hadn't immediately killed themselves on the first hook.

    I've also had a couple of games recently where one survivor will DC out of frustration and their bot still makes it out of the exit gates. A lot of the games people give up on are entirely winnable, and this is easily my favorite change in recent DBD history.

  • Rapid99
    Rapid99 Member Posts: 326

    Except how do you reach balance in a game where one side is on their own and has a flat winrate of 50%, whilst the other side has 4 different people who in theory are a team but can all win or lose seperately?

    I don't think it's physically possible unless I'm missing something.

  • crogers271
    crogers271 Member Posts: 3,254

    Whether the game can be balanced, or should be balanced, and if so how, is a different topic. I know that some of the people here who are agreeing with me on the 'math' discussion disagree with me on some balance or game design elements.

    The math that a 60% kill rate is needed because it results in a balanced experience for both sides is wrong. Not even making statements about whether its a good goal or a bad goal, its just factually wrong.

  • Firellius
    Firellius Member Posts: 5,460

    Just match the killer winrate to the escape rate as best you can. If a 55% killrate results in a 45% killer winrate, that's perfectly even between the two sides, for example.

    Just don't try and aim for a 50% winrate for killers if that necessitates a much lower winrate for survivors.

    That is, of course, if you want to prioritise balance, which BHVR doesn't do.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826
    edited June 16

    That's the issue with asymmetrical games. However, if BHVR made it 3 or 5 survivors, they could have effectively given everyone a 50% win rate. 4 just really throws it off significantly due to how majority points (in this case kills) works. For example, with 4 survivors, killer needs to kill 3 out of 4. If there were 5 survivors, the killer would still only needs 3 kills to get a majority, however, it is easier for killer to get 3 kills with 5 survivors since there are more targets, so with 5 survivors, their individual win rate can be increased to offset the killer having more opportunity to get 3 kills.

    At the end of the day though, I would love a PTB where we drop the whole individual wins things make survivors actually a team who all win/tie/lose together, and have the match concludes once 9 survivors are hooked (the equivalent of a 3k). Im not sure how well this would end up, but the this would completely end individual player elimination, so perhaps killers would feel less compelled to tunnel people out considering eliminating a player via tunneling would mean hooking them 9 times, ha. The downside is survivors would absolutely need to work as a team, and a very weak survivor would be a detrimental to the whole team.

  • Marzipan210
    Marzipan210 Member Posts: 139

    Even the go next prevention won't make the kill rates any more accurate. As long as both sides are capable of throwing games to potentially inflate or deflate kill rates it makes no sense to use them. What the devs should do is actually test their own stuff instead of relying on their steam playerbase to do it for them like unpaid interns.

  • Crythor
    Crythor Member Posts: 302
    edited June 17

    Oops wrong post sorry

  • Elan
    Elan Member Posts: 1,434

    Pure example here is Skull Merchant, while she was never strong she was so insanely unfun to go against that she ended with 90 % kill rate and was top kill rate killer for quite a while.

  • StalkingYou
    StalkingYou Member Posts: 394

    tournaments are not irrelevant; they are an example of what good survivors can do. its a good point to bring up rules, because while spectating those insane cracked survivors you see in the tournament, the only thing I can think is "wow, they're giving the killer a hard time. I cant imagine what this would be like if they could also bring an eyrie offering and 4 decisive strikes".

    and guess what they can do in pubs? exactly that.

    and before you say "you never get tournament teams, that so rare", know that I agree with you. getting a comp team is like 1 in 2000 games. but getting a team that is damn close to one isn't that rare. because comp teams are just great at looping and great at being efficient on gens. it is not rare at all to face a team like that, even if they're not an official tournament team. and guess what, they can bring you to eyrie, and they can bring their 4 decisives.