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The "go next" prevention is a disaster as expected

2

Comments

  • Zakon05
    Zakon05 Member Posts: 432
    edited June 19

    I'm yet to be affected by this, does it punish you immediately or just give a warning?

    The system should probably be looking for patterns of behavior over the course of many matches. Punishing you or even warning you after one game where the system detected you might be trying to ragequit too easily leads to false flags.

    Also, just because it's relevant to the thread, here's a video someone posted to reddit of themselves getting false flagged:

    https://www.reddit.com/r/deadbydaylight/comments/1lf1b7s/video_of_suspicious_behavior_warning_when_tunneled/

  • Munky
    Munky Member Posts: 231
    edited June 19

    I'm trying to figure out what the difference is between me and all of you who have issues…. Since the update I haven't had a single crow, nor did I get a DC penalty at any point… However I am a 2016 veteran, so maybe I am just playing hard enough as intended?

    Other than that, all I can think of is that its maybe linked to FPS? I recently started maining Twins and had to turn down fps cap from 120 to 60 to avoid the motherload of bugs. The game is just coded very badly/weirdly like that. So maybe just maybe, its the same with these cases? Higher FPS might clock you faster and harder on all the anti afk/go next measures… Just thinking out loud here… I assume 99% plays at 120 FPS so…

    However I do have heavy criticism on how the anti go next is implimented. Even in the most miserable scenarios, you just can't go next and are forced to sit through the entire match, or until death if nobody unhooks you… And I rly do mean scenarios where you as a solo get into a lobby with a Trio squad, and all they do is troll or afk… I want to go next… But I can't.

  • Munky
    Munky Member Posts: 231

    I'm trying to figure out what the difference is between me and all of you who have issues…. Since the update I haven't had a single crow, nor did I get a DC penalty at any point… However I am a 2016 veteran, so maybe I am just playing hard enough as intended?

    Other than that, all I can think of is that its maybe linked to FPS? I recently started maining Twins and had to turn down fps cap from 120 to 60 to avoid the motherload of bugs. The game is just coded very badly/weirdly like that. So maybe just maybe, its the same with these cases? Higher FPS might clock you faster and harder on all the anti afk/go next measures… Just thinking out loud here… I assume 99% plays at 120 FPS so…

  • NightWolfsFury
    NightWolfsFury Member Posts: 276

    How are you supposed to give the last survivor hatch when they’ll have crows before you get a 2nd skill check? ☠️☠️

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,961

    Higher FPS might clock you faster and harder on all the anti afk/go next measures… Just thinking out loud here… I assume 99% plays at 120 FPS so…

    Nah, I play on Switch, which runs at like 15fps on a good day. And I've had problems where I've gotten crows cleansing totems or finding the next gen or waiting out my friend letting themselves die on hook so I have a chance at the hatch. I got crows while nonstop crawling on the ground, and after the killer picked me up and I got off their shoulder the crows never went away during the entire chase. The game punished me for not doing gens in the dying state, and then it punished me for not falling onto a gen when I wiggled off the killer's shoulder. I've pretty much given up trying to deal with Hex: Plaything, which a very large number of killers I've gone against have been running since it's now a general pool perk. It's like BHVR forgot they included slowdown mechanics in the game, because these crows are a problem in a large number of slowdown situations.

  • MrMori
    MrMori Member Posts: 1,917
    edited June 19

    Agree to an extent. But disconnect penalties being based on your recent games instead of going down automatically is a good thing, it stops people from DCing daily, especially on their last game of the day because they know they won't get punished as long as they wait until tomorrow to play again. Say someone plays 3 games a day, with the old system they could basically disconnect one of them for free, that's not good. But with the new system, let's say it was reduced to the last 10 matches, you'd only get 1 "free" DC per 10 matches. Unfortunate if you lose connection of course, but if you're losing connection in over 10% of your matches then that's a big problem for not only yourself but also everyone you play with, right?

    The crows are too aggressive now, but the collision loss can stay, that's a good change. But go next prevention… yeah just delete it for now. Maybe try again later. Putting such an aggressively penalizing system in the game during a chapter launch with so many new players is a weird move for sure.

  • Munky
    Munky Member Posts: 231
    edited June 19

    That's strange, cause I have been slugged before, and when that happens I usually alt tab to my other monitor for a bit… I've never gotten crows in this update so far… I just can't imagine why some people have non, and others like yourself have it so bad…

    I do always focus on the objective tho… I'm always on gens unless I'm in chase ofc… :) is it possible that you were the first to be chased in the match? And because of that, a counter behind the scenes believes you aren't doing anything, cause you had no chance to touch a gen yet…?

  • Zakon05
    Zakon05 Member Posts: 432
    edited June 19

    My guy, the only time I have ever felt threatened by hiding survivors as a killer is when I'm throwing trying to find you people because all of your allies are on death hook and you still won't take chase.

    Stealthy survivors make the match easier for killer, not harder.

    It's the ones putting on perks like Scene Partner and don't care if I see them that actually make my matches difficult.

  • IrisLP
    IrisLP Member Posts: 94

    I agree. First, they changed the sound a long time ago; it's only audible from about 5 meters away (whatever that means in the game because there's no way to measure it visually), and that's if the killer's terror radius isn't in your way, so finding it by its sound is complicated. And now it's impossible to give the last teammate a chance to escape. The hatch is practically useless.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,961

    I think you're right that I hadn't touched a gen yet in that match, so maybe that was a (hopefully unintentional) factor.

    The crows were really bad in that particular situation. Another bad one: two survivors dead, the killer was patrolling a 3 gen, my friend was dying in second state as fast as they could, and even though I was on a gen when they got hooked and I didn't get off until the killer started coming in my direction, I was getting crows before my friend finished dying.

    In most cases, since I am one of those "I'm not required elsewhere so my ass is on a gen" type people, the crows are more of a nuisance. But they're a nuisance that's changing my playstyle. Like ignoring totems, even to my detriment. I love totem hunting to occasionally break up the monotony of gen work, but it's not an option, now.

  • DAMNFASTDEAD
    DAMNFASTDEAD Member Posts: 279

    @I_CAME

    They don't need to kill switch the system. They need to delete it entirely because no one asked for it. Just admit that it was a mistake and move on from it. What people wanted was for people to stop going next on the hook. That's all we needed and then we could have looked into something more if it turned out to not be enough. This kind of draconian crap is ridiculously harsh and is never going to work the way that Behavior thinks it will.

    If I have understood you correctly, you are speaking from my soul.

    I can't understand the idea behind the stricter AFK crows and this prevention system. Especially not when the survivors still leave those red scratch marks when they have to move fast.

    Then the developers would have done better to have huge light signs appear above each survivor with the message: Hey killer! Here's your victim.

    I'd honestly make the same argument for the new point system that requires you to play TWENTY games to lose part of the penalty. Do people realize how much time twenty games is? If you assume a match is twelve minutes then that's FOUR HOURS in game alone just to go down one level. Not even counting the time you spend in queues, menus, loading screens, etc. Also remember the penalties no longer go away over time anymore. This kind of stuff is only going to drive people away in the long term.

    I've been playing DBD since it came out and a year after it came out I decided not to invest any more money in it. This decision is the right one!

    I have still the opinion that the developers have made a huge mistake here. They have lowered the hurdles for killers to kill their opponents with their own hands and they have not effectively defused the situations. You're literally forced to watch the animation and it's even more difficult when a person playing as a killer knows that they're killing a character controlled by another player!

    I called for the option to bypass Moris years ago, because I think there are many who don't see it as horror, but as a form of indirect human-to-human violence. I see it as glorification of violence. And that can't be good.

    There are horror moments in the game. Some of them really good. For example, the Huntress with the moose head and no terror radius. I cringe every time. I like that kind of thing. Or when a killer approaches without a terror radius and you only hear the footsteps.

    Horror doesn't have to be superficially bloody. But I have the impression that the gore has become more and more central.

    To start a round, you only need one killer, but four survivors. And I very often see that the matchmaking bonus is with the survivors.

    Thanks for sharing your thoughts. I appreciate that.

  • IrisLP
    IrisLP Member Posts: 94

    That's exactly what they did xD you can't unhook yourself in phase one and there's no need to press the skill checks in phase two (you won't die until the 5th skill check and that takes ages to happen and they unhook you long before a 3rd skill check). So basically what you're asking for is what they did

  • I_CAME
    I_CAME Member Posts: 1,586
    edited June 19

    I agree with you that the old system was problematic. My problem is with the numbers more than the new system itself. Also do think that it should be reduced to the last ten matches and it would be more reasonable. It would still be a huge upgrade over what we had before and would not be as strict as what we have now. I'm hoping Behavior agrees that it's a fair compromise.

  • Madmillennial
    Madmillennial Member Posts: 120

    I don't like that either though. Being forced to wait out the entirety of hook stages is relying to much on teammates. What happens when u get thst team that just won't unhook you for whatever reason?

    Nobody should be forced to do anything in a game. DC on hook is annoying whenothers are just rage quitting, but I'd argue its even worse when your stuck and now have to wait out the entire hook timers bc meg is crouching behind a rock and your forced to watch her do nothinguntil you finally die lmao.

    This happened to me 3 or 4 times on release day. New players tend to not save out of fear, and gen jockies ignore you towards the end of the match when only a few gens are left.

    My biggest fear from this new system seems to be true. It's easier to grief other players now, and can backfire into teammates using it as a punishment or troll or just inexperience

  • DeathAtNightfall
    DeathAtNightfall Member Posts: 3

    I laughed and cried in console player at the missed skill check bit at the start of this thread..is that actually just a norm for console? I've had some miss that I swear shouldn't have.

  • AKillerFawn
    AKillerFawn Member Posts: 6

    Exactly! Skill checks are the drizzling shits on console, so it looks like everybody on Xbox is going to get the penalty for like.... No reason.

  • Rockinbakawolf
    Rockinbakawolf Member Posts: 4

    How do you know how many points you have?

  • DeathAtNightfall
    DeathAtNightfall Member Posts: 3
    edited June 19

    It's always fun to see a check that should work only for the Gen to blow lol (this was supposed to quote a post but it didn't, fun)

  • tjt85
    tjt85 Member Posts: 1,657
    edited June 19

    I get how seeing your teammates go next on the regular would be a bad experience for any players who are new to the game.

    But to introduce an untested system that was obviously going to have teething problems in the very same patch as DBD's biggest ever chapter… Well, that might not have been the best idea BHVR have ever had. I'm glad they've realised this and kill switched it for now.

  • nicnc82
    nicnc82 Member Posts: 379

    I also used to go next when I was on the hook and my teammates were farming with the killer and I didnt want to. We all know reporting these doesnt do any good. And also, when games are like this, the killer is tunneling at 4-5 gens, teammates are coming, i should have the choice if I want to go get out of this match so I can go to the next one faster.

  • AshersYaya
    AshersYaya Member Posts: 3

    I got a "warning" yesterday after being tunneled as soon as the match started. On my second hook I missed 2 skill checks I was in the match for less than one minute. I've never DC'ed and I've been playing for 4 years needless to say I was kinda bothered by the "warning". This is also the first time I've ever commented in this forum. Usually I just read the comments and discuss them in my stream lol. Your comment though yeah I had to say my piece.

  • CLHL
    CLHL Member Posts: 429

    They should check that someone receives a penalty for being tunnelled, everything else is perfect. Penalties should be this strict because the community has already proven to be entitled.

  • DAMNFASTDEAD
    DAMNFASTDEAD Member Posts: 279

    Nope. I never linked my account on Steam to an account at BHVR. Perhaps that was a good decision, too. 😁

  • AKillerFawn
    AKillerFawn Member Posts: 6
    edited June 19

    That dev got freakin DOG WALKED buy a Korean team with flashlights in front of the entire world and he's still so mad about it he'd rather tank this game by screwing the survivors than let it go.

    BIG TIME TCM/GUN energy coming from this new update 😂

  • darkendlight1234
    darkendlight1234 Member Posts: 3
    edited June 25

    Yea I've gotten falsely banned when I wasent trying to cause it thought I was losing intentionally when I just would miss a few skillchecks and I get stopping people from attempting hooks on stage 1 to stop players skipping, but why did they change the 2nd stage too, I tried to let myself die cause I was stage 2 and their was a survivor left and It wouldn't let me die??? Like I get it for stage 1 but now a key part of the game the hatch loop is completely counteracted by killers just leaving the last person slugged and go hunt for the last kill, so I can't even try to help let's say a new friend get out by dying on stage 2. Like i get it for stage 1 but this plus now randomly being flagged for not trying when I am this so gonna make me quit DBD officially at this rate, I have friends who play and we try to get at least 1 of us out as a win and that whole endgame loop of trying to let the hatch spawn is ruined by this and your attacking people who don't do anything wrong for not trying? This isn't healthy for the community I hate going next people but this is overcorrected now.

  • NekoGamerX
    NekoGamerX Member Posts: 5,457

    yea I don't play much anymore not fun.

  • KeefCheif
    KeefCheif Member Posts: 145

    Stop being a bad person. Why do you come here to spread hate and sadness? Toxic imo.

  • ElodieSimp
    ElodieSimp Member Posts: 398

    BHVR seems to love making survivors mains wait and take them out of the gameplay while killer mains get to have fun and are in a very active roll.

  • Nick
    Nick Member Posts: 1,286

    10 to 1 like/dislike ratio! Since the introduction of the dislike button i've rarely had it positive. If the comment does not match the popular narrative you're done for

  • DBD2025MakesMeSad
    DBD2025MakesMeSad Member Posts: 58

    Do killers have a go next punishment? It isn't just survivors who give up in games and make no effort to win after a certain point. So there MUST be a killer go next prevention, right?

  • CrypticGirl
    CrypticGirl Member Posts: 1,448

    Well, there is the DC penalty, which is the only way a Killer can leave a game early.

  • DBD2025MakesMeSad
    DBD2025MakesMeSad Member Posts: 58
    edited July 7

    The only way a killer can leave early is DC but they can give up so the game isn't being played. Which is what survivors are being punished for.

    Killers can go stand in a corner halfway through the game, they can open the exit gates, they can let survivors wiggle out.

    All of these should be punishable the same way survivors are punished if they are deemed to not be playing their heart out every single round. Or do we only punish survivors for not wanting to play when they feel like they have lost?

    Post edited by DBD2025MakesMeSad on
  • PleaseRewind
    PleaseRewind Member Posts: 345

    A survivor going next makes it harder for those left to win. A killer giving up only hurts the individual.
    If a killer opens the exit why would you want that punished! I often let survivors wiggle off if I think they are having a rough match. Why should I be punished for giving survivors a better experience?

  • DBD2025MakesMeSad
    DBD2025MakesMeSad Member Posts: 58

    Survivors were being punished for using shoulder the burden and also for killers tunnelling them out.

    Killers should 100% be punished for giving up. Survivors queued up for that game and that killer not playing has taken away the experience/fun for 4 people in that room but we never punish ANYTHING on killer side do we? They can play however they want - tunnel, camp, slug, give up - all OK, survivors weren't even allowed to click a torch quickly because killers got upset by it.

    If survivors are going to have a giving up punishment, killers should also have an equivalent punishment for giving up

  • PleaseRewind
    PleaseRewind Member Posts: 345

    Killers did get a afk penalty too. Not sure if the kill switched that along with the survivor one. For the record I don’t think there should be a punishment for either side but you are comparing apples and oranges. You complain about killers sweating to win but also complain when killers go a bit easy too. What do you want?

  • ChuckingWong
    ChuckingWong Member Posts: 1,263

    After playing the event mode I can say yea, they had about 40 different things they had to do before implementing this system.

  • DBD2025MakesMeSad
    DBD2025MakesMeSad Member Posts: 58

    I think killers get classed as disconnecting if they don't do anything for an entire match but if that killer gives up partway through, they should be punished, just as the plan was with survivor and currently there doesn't seem to be that system in place or even planned.

    If they have queued up then they have to play until the bitter end even if it means they are getting trounced and if they get trounced to a spectacular level even whilst participating they should still be punished for not being good enough. That is what the survivor system did when being tunnelled out.

    Why do we have different rules for the killers? Why are we always holding their hands?

  • Skillfulstone
    Skillfulstone Member Posts: 1,128

    The frequency of Survivors giving up (either through DC or going next on hook or simply throwing on purpose) vs the frequency of Killers giving up (either through DC or through going sulking in a corner) aren't even remotely similar.

    Even now, when going next on hook is no longer a thing, I've seldom had games without at least one DC/Abandon or just someone idling or running to the Killer. Killers usually give up when they are getting crushed and have like 0 hooks and 3-4 gens are gone in the first 4 minutes, Survivors sometimes give up simply based on the Killer they are facing, no interaction needed beyond seeing the Killer.

    When a Survivor DCs or gives up, the match keeps going but the remaining Survivors are basically doomed if it happened too early. When the Killer DCs, the match ends instantly. When the Killer gives up and goes to sulk, it's a free win for the Survivors, prime time for possible achievements and BP farming. The consequences are different.

    Furthermore, Killers do have an AFK penalty/punishment. There's a reason why the AFK Doctor bots are hitting the air repeatedly: if the Killer goes AFK for too long then they will get a penalty after the game is over.

    Also, there are Anti-camping, Anti-tunnelling and Anti-slugging measures coming soon to the game (good things, if done correctly and carefully without going overboard). Playstyles which are not fun are getting addressed soon.

    It's true that a Killer that gives up/DCs effectively voids the match for everyone (although the amount of frustration born from the Killer giving up is nowhere near how annoyed Survivors are when one of their teammates just gives up, and there are more Survivors in a match than Killers) but if it was a common thing, the forums would be just as filled with that as it has been filled with complaints about Survivors going next for years. Yet usually the only thing that results from a Killer DC/giving up is an easy win/BP party and maybe a video or clip from some Survivors if they happen to be content creators.

    Notice how, when the anti-go-next was first implemented, a lot of people (including some content creators) said that their Killer matches suddenly felt a bit harder? That's because people going next on hook was so common and done early that many matches that would have been perfectly winnable were doomed from the start because someone didn't like something.