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Understanding the "Go Next" epidemic: why did it exist?

GeneralV
GeneralV Member Posts: 12,666

Greetings, friends of the Fog! I hope this discussion finds you doing well.

By now most of us have already seen that the Go Next Prevention mechanic was killswitched after the disaster that it caused when players got punished even if they did nothing wrong.

But I think that raises the question as to why such mechanic was added in the first place. And the answer may be obvious at first: the "Go Next" epidemic and the sheer amount of games where players decide to suicide on hook.

The answer is correct, sure, but I would like to propose a deeper discussion:

What was the origin of the "Go Next" epidemic? Why did such thing ever existed in the first place, and how did it reach a level so severe that changes were made to fundamental aspects of the game?

And if I were to share my own answer, I would say it was caused by a gradual deterioration of the survivor role. Because let's think for a second about the year I started playing DBD: 2018. Back then the game simply didn't have DC penalties, one could DC as much as they wanted to, with the only punishment being rank-related (the loss of a pip, if memory serves me right). And yet, people didn't disconnect like crazy every single game.

It happened sometimes, of course, especially with OG Legion, but I wouldn't call it an epidemic of its own.

However, back then there was more to the survivor role than there currently is. They still had proper resources, they didn't have to worry about waves and waves of gen-related killer perks, stealth was still a viable playstyle, killers weren't as oppressive, and the list goes on.

But we all know that changed in more recent times. Survivors lost most of what they had available to them, and nothing was really given. They die more often, their objectives are harder to do (due to perks), and generally speaking they have a worse experience. It is a lack of everything, and it seems to me that was the primary reason for the massive increase of hook suicides.

Let me know what you think, please share your thoughts, any feedback is welcome!

Why do you think the "Go Next" epidemic existed?

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Comments

  • Brokenbones
    Brokenbones Member Posts: 5,627

    To start with I'd like to say that 'going next' had always been a thing way before it was considered this problem that needed rectifying via in-game mechanics.

    Though, the introduction of DC penalties was ultimately what led to it increasing since before, 'Going next' meant just DCing whenever you couldn't be bothered with that particular match. Then it warped into giving up on hook instead since there was no punishment for doing so apart from lowering your MMR (Which 90% of people do not care about).

    I think saying mass DCing wasn't an issue back then is quite wrong, because it certainly was from my experience. It was even worse back then because there was no bots so the survivor team were even more screwed than they would be these days if someone DC'd.

    Now to sort of get into the reason as to 'why' people do it. It's usually just people not liking how the match has went for them and are already "mentally checked out" as some would put it. There's too many factors to list as to why this might happen but the more common ones would be something like

    "I went down too fast due to xyz being bs."

    "I hate this killer/their perks because xyz."

    "My teammates aren't playing well enough so I'm out"

    "This game's already lost so I might as well re-queue"

    "The killer has 150+ ping" (Personally I think wanting out of a game vs a bad ping killer is completely 100% justified, it's completely miserable).

    The survivor role hasn't 'lost' most of what they had available to them. Most of the strong meta perks are almost identical to how they used to be. The only ones that are different from the good old days are:

    1. Dead Hard being limited to twice per match and is an endurance based mechanic instead of getting a dash + iframes. Also doesn't work while in deep wound.
    2. Decisive Strike turns off if you progress the game state and is 4 seconds instead of 5
    3. BT was added as basekit because the perk was REQUIRED back then to have a chance of not being tunnelled off hook
    4. Balanced Landing was nerfed because of it creating semi-infinites with old maps.
    5. Iron will did get nerfed to 75% at one point but was buffed back to 100%
    6. Resillience is the exact same as its always been
    7. Spine Chill yeah was completely gutted to kill the vault build, but then we got finesse which kinda fills the same role.

    I will say survivor was made harder in the following areas:

    1. Gens being 90s despite what some people say, was a noticeable change in my opinion.
    2. A lot of maps had their strong tile generation changed to no longer generate as many jungle gyms and weaker tiles were added in their place
    3. Some maps like Haddonfield have barely any pallets to begin with and all the windows were nerfed in some way
    4. Medkits being nerfed made it so relying on teammates to heal you was more important, at least after COH was heavily nerfed

    That's what comes to my mind at least.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    It was caused because there was a quick and easy way to ragequit, that bypassed the DC penalties.

    It was also caused by streamers that would publicly ragequit whenever they didn’t feel like playing a game, which taught survivors that there aren’t any real penalties for ragequitting in small doses.

    I’ve seen streamers say things like “Wraith is boring”, and then ragequit. Like, there are videos of streamers publicly admitting to ragequitting for trivial reasons, and they never got punished for it.

  • CLHL
    CLHL Member Posts: 428
    edited June 19

    Thanks bots, worst addition to the game to date. You could blame the killer for a tantrum of your teammates, after all, there was a bot waiting on the bench that probably played better than them.

  • AlreadyTracer
    AlreadyTracer Member Posts: 227

    Why do you think the "Go Next" epidemic existed?

    Because this playerbase is ridiculously whiny, even more so than OVERWATCH'S. And that game literally has an abundance of actual conspiracy theorists. Want proof? Look at the people on my thread, complaining about Self Care of all things.

    Dbd is genuinely not worth the mental energy or effort the people on here and in-game put into it. They take it way too seriously, and treat it like a competitive game. It's not one. And having that mindset makes it SUPER easy to tilt. So after a session of getting progressively more tilted, people see a killer they don't like? Poof, gone. A perk they don't like? Poof, gone. A teammate accidentally sandbags them? Poof, gone.

    My solution is to just…not treat the game as anything more than casual fun. I never DC on either role unless facing/playing with a cheater.

  • Brokenbones
    Brokenbones Member Posts: 5,627

    I forgot about Adrenaline, that's my bad.

    Though imo it was made healthier by not creating scenarios where killers had to 'adren-check' survivors in the endgame by dropping them off their shoulder. It was lame for both sides. Plus it countered Freddy for no reason, glad they removed that.

    WGLF lost it's BP bonus and so did BBQ but BP gains were increased on the survivor-side ten fold. In my games I quite often get 30k per game and I'm not like a super good survivor or anything I just do stuff in all categories a lot. Modern WGLF is a much better perk for actual gameplay though.

    Self care, yeah fair that perk is dead in the water.

  • MaTtRoSiTy
    MaTtRoSiTy Member Posts: 2,643

    Yeah I feel like bots get underused because people find ways to avoid the penalty for DCing.

    I think we have all played matches where a team mate DC'd and the bot that replaced them was more useful than the survivor who DC'd lol

  • Freudentrauma
    Freudentrauma Member Posts: 1,082

    The go next epidemic must have started some time, when I was playing dbd barely ( 2021-2023), because I was kinda surprised how often people killed themselfs on the hook, when I returned.

    Yeah DC were an issue back then in the early games, but after the DC penalties were introduced, it got way better. And that stayed for a while. So yeah I think it is a general mindshare shift which must have started some time during that time.
    Though I think it's still the better way forward to adress it. Because soona mindshare shift has started it won't go away otherwise.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    Ragequitting got more popular because people learned there aren’t any real penalties, when survivors bypass the DC penalties.

    A survivor could literally “Go Next” 20 times in the same day, and get 0 penalties if they used hooks to bypass the DC penalties.

  • Fix_Killers
    Fix_Killers Member Posts: 59

    Dcing was punished to harsh. If people don‘t want to play out their match, they should be allowed to leave and give their teammates a bot.

    No. People should not be able to ragequit just because brainless bots exist.
    Don't queue up if you're going to ragequit & ruin the match for everyone else.

    Too many unfun maps and killers for survivors.

    Sorry but the Killer doe snot have to pick who they play based on Survivor 'fun', or, with a large enough player base; every Killer would be banned except the easiest to beat.

    Camping and tunneling. Self explaining.

    Not really. This just says Survivors will quit if the Killer breaks made-up rules.

    The survivor experience was neglected for far too long.

    ROFL! Survivors are coddled with EVERYTHING they want to counter Killers being made basekit so their precious meta remains untouched.
    But they always want more, more, more.

  • Rapid99
    Rapid99 Member Posts: 326
    edited June 19

    I full on think that people who try to defend the go next stuff or try to provide some valid reasons as to why it happen, is a bit ignorant sorry to say. Not because you can't do it or not that those reasons aren't valid for the overall experience of survivor. The problem is, those reasons aren't why people leave.

    Someone isn't leaving early due to "deteriorating survivor role" because those things aren't even in effect when people leave.

    People will see a killer they don't like… and leave. People will have a bad chase… and leave. People's TEAMMATES will have a bad chase… and leave. People will not like the map they're on… and leave.

    none of those have to do with a "deteriorating survivor role", they have to do with players being entitled. And it isn't just a survivor thing, it happens with killer too. If the game isn't perfect. A map they want, a killer they like, and a good first chase? They'll leave.

    But dbd is genuinely the ONLY multiplayer game I've ever seen where people will try to defend leavers and people who give up, it's hilarious. This mindset of defending leavers gets bullied in any other community because why are we defending people who ruin the experience for everyone else. If you don't like the game and survivor has been "too deteriorated" for you… STOP PLAYING. Stop playing the game, play something else, instead of ruining the experience of everyone who actually enjoys / wants to play the game.

    It's like people who leave feel OBLIGATED to play the game, even though they are immensely unhappy with it. So then all that ends up happening is ruining it for everyone else, whilst they stay unhappy.

  • Rapid99
    Rapid99 Member Posts: 326
    edited June 19

    Oh I'm not saying you're defending it I'm talking about overall and specifically about those that defend it, because that's what I see this forum filled with. This forum is filled with people who would be laughed at in any other community, because in no other community can you get away with defending people who leave and give up.

    You know what the other communities will say? The same thing I say… stop playing and move on instead of ruining the experience of those who actually still enjoy it and want to play.

    Survivor has not been butchered into a dull plaything for the killer role.

  • Mr_K
    Mr_K Member Posts: 10,338

    Players didn't DC often back then because there was a penalty. You lost a pip and players did care somewhat about them. Yes, there were players that depip on purpose to have easier games. Another reason why the the go-next is happening. You can't have easy games anymore. The SBMM system (when working somewhat) puts you in a match where you can't bully baby killers or baby survivors. That's where a lot of people got there kicks and now they are pissed.

    Survivors lost most of what they had available to them

    Lets name some:

    Lost the ability to insta blind the killer.

    Lost the ability to insta complete a gen.

    Lost the ability to heal in chase.

    Lost the ability to run to a part of a map and be perfectly safe.

    Lost the ability to escape with others through the hatch.

    Lost the ability to determine the facing direction of the killer on pickup.

    Lost the ability to blind the killer when pulling a survivor out of a locker.

    Many more can be found here: (For both sides)

  • Rapid99
    Rapid99 Member Posts: 326
    edited June 19

    You can have those discussions about what to improve but again, if you are actively playing a game you are not enjoying anymore and you are literally just ruining the experience of everyone else in the game, then yes. You need to stop playing.

    Have those discussion while not playing.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    Super honest question. Are there any solutions that would make you happy, that don’t involve reverting things back to how they were in Old DBD?

  • Brokenbones
    Brokenbones Member Posts: 5,627

    This is exactly what I did for a time

    I found I wasn't enjoying either role, so I stopped. Played other games and when I came back a few months ago I found the game to be more enjoyable than it was back then.

    I'm not saying everyone will feel the same way but if your mindset is you hate the current state of the game, chances are if you keep playing it your opinions will only strengthen, not change.

  • CLHL
    CLHL Member Posts: 428

    There shouldn't have to be a DC to begin with. Bots only prolong an inevitable outcome, wasting everyone's time. They have been used to justify unsportsmanlike conduct and blame the opponent for it.

  • Reinami
    Reinami Member Posts: 6,598

    Its simple, up until now, this was one of the only multiplayer games that just didn't punish it. Look at any other team-based multiplayer game:

    • Counter strike
    • Rainbow Six Siege
    • Valorant
    • Overwatch
    • Team Fortress
    • League of Legends
    • DotA 2
    • Smite
    • Heroes of the STorm
    • Starcraft
    • Warcraft
    • WoW
    • Final fantasy 14
    • Rocket League
    • World of Tanks/Warplanes/Ships
    • PUBG
    • Fortnite

    You get the idea. Every single one of these would punish you for griefing your team, or "feeding" or otherwise giving up. At least when not playing on their casual modes (like CS Deathmatch for example).

    DBD is one of the only games i have played that allows it (at least up until now)

  • Rapid99
    Rapid99 Member Posts: 326

    My point is the things people list as changes necessary or changes that have happened that negatively impact survivor are things that don't even OCCUR at the time people DC.

    Someone having a bad first chase, is unfixable. Someone not liking a certain killer, is unfixable. Someone's teammate having a bad chase, so THEY go up to the killer and suicide, is unfixable.

    You can't do anything about those scenarios and those are the ones that tend to happen the most. I play killer and those happen CONSTANTLY. They will give up over the most non-existent problems achievable. You can make a bunch of improvements but at the end of the day, these people aren't even making it far enough into the game for those improvements you suggest to change anything. They just don't like the game not starting out perfect or meeting their conditions (a killer and map they enjoy).

  • Rapid99
    Rapid99 Member Posts: 326
    edited June 19

    I'm not saying that changes aren't worth making. I'm saying that a MAJORITY of the reasons why people quit are unfixable. The reasons I listed why people quit happen 10x more. I've seen it playing both killer and playing survivor. Hell, I'm typing this after I JUST had my teammates give up with 3 of us alive and on one gen left (and not even in a 3 gen either). You can't solve that and it's the majority.

    You can make sweeping changes to fix the minority of reasons why someone would quit but the majority will still be there and it won't go away.

    There are more unreasonable go next's, compared to reasonable go next's. You can fix the reasonable ones but the "go next" epidemic isn't about the reasonable ones. It's about the unreasonable ones. The unsolvable ones.

  • hermitkermit
    hermitkermit Member Posts: 975

    Thanks for clarifying! I think I understand your stance better now. I agree that there will always be unreasonable players who throw matches or give up for frustrating or petty reasons, and you're right: that part isn’t really fixable. But I don’t think that means we should give up on addressing the reasonable frustrations just because they might be the minority.

    Even then, I’d say the line between “reasonable” and “unreasonable” isn’t always so clear-cut. But assuming for argument’s sake that most go-nexts are unreasonable, the next question becomes: what’s the solution?

    Personally, I think BHVR has already started answering that. Removing the ability to unhook yourself and prolonging the second stage, those are mechanical changes specifically designed to reduce how easily someone can “go next.” It doesn’t eliminate it entirely (nothing could), but it makes it harder to throw. (though the current AFK system needs some work but they will continue to make tweaks as time goes on) The next logical step is to look at the reasonable frustrations that are driving people to give up in the first place. And from what we’ve seen, BHVR is already doing that too, with upcoming anti-camp, anti-slug, and anti-tunnel changes.

    So in a way, isn't this the best possible scenario? The devs are discouraging giving up through mechanical changes while also planning updates to address deeper, more valid frustrations. And if that’s the case, then I think we’re on the same page here: yes, some players are unreasonable, but that doesn’t mean all feedback should be ignored. We can’t solve everything, but we can improve what’s fixable.

    Am i understanding your stance correctly? Does this feel like we've reached a common ground?