Interested in volunteering to help moderate for the Forums? Please fill out an application here: https://dbd.game/moderator-application
Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

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

13

Comments

  • JustRight
    JustRight Member Posts: 39

    Literally just a bad player in most cases

  • Rapid99
    Rapid99 Member Posts: 326
    edited June 20

    It's crazy how that's not what I said.

    If you would've read anything I've said in this topic I've made it very clear.

    You cannot fix survivors leaving because it's a killer they don't like. You cannot fix survivors leaving if they have a bad first chase. You cannot fix survivors leaving if their TEAMMATE has a bad first chase.

    The same way you cannot fix a killer leaving if they have a bad first chase as well. You cannot fix a killer leaving because 1 too many gens popped.

    That is the majority of leavers. You can't fix it. You can do all the anti-tunneling, anti-camping, and anti-slugging mechanics you want. You'll fix maybe the 10% - 15% of why people leave. The grand majority of the reasons why people leave will still be there because the reasons most leave are not for the reasonable reasons, it's for the unreasonable ones.

    That is why I say, yes… stop playing. Because you've reached a point where something as dumb as it being a killer you dislike or a bad first chase, just means you're going to up and leave.

    STOP PLAYING. Stop ruining the experience for the people who actually care to play the game.

    But it's okay I know where your brain lies where somehow out of everything I've said, even though I've put it on killers as well you reached the conclusion of me somehow saying "survs bad" and me hating survivors. Stop acting like a victim please.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    There’s nothing to learn here. People are ragequitting for invalid reasons, so they deserve to get DC penalties.

    Being upset with game balance is not a valid reason to ragequit. Being upset that the game has changed, is not a valid reason to ragequit. I’ve read through many things that were discussed in this thread, and they aren’t valid reasons either.

  • GeneralV
    GeneralV Member Posts: 12,666

    I would agree with most of them, except the killer ban system, my friend.

    While I certainly would love to never play against Wesker or Blight again, I don't think it would be fair for those who play the more unpopular members of the killer roster, as they would take a really long time to find games.

    But I agree with everything else, and I would also point out that the maps need adjustments. I would say most if not all map reworks need to be reverted, as they ended up making the maps extremely unfun to play and some of them straight up unfair for survivor, Coldwind Farm in particular.

    I feel the best balance period was between 2020-2022, before the huge meta shift with 6.1 update.

    Personally I believe you can include 2019 into the mix, I don't think balance was a problem back then. But overall, yes I agree.

    It is a bit sad when you compare the survivor experience back then to what it currently is.

  • OmegaXII
    OmegaXII Member Posts: 2,424

    To be honest, the reason why Survivors didn't rage-quit much before was that the game was EXTREMELY Survivor-sided.

    I started playing when Spirit was first introduced, and here's what they had.

    • DS working on first down
    • DH for distance
    • Original OoO for permanent Killer Aura
    • Balanced landing has passive effect
    • Purple medkit gives 3+ heals
    • Insta-heal from dying to healthy
    • Gens go a lot faster
    • Much larger maps
    • Lack of reliable gen slowdowns (Best is Ruin, which is cleansed in 1st minute)
    • Etc…

    That was the time where Survivors can chill around maps doing totems, opening chests, and still can easily win against most killers. Why would they rage-quit when it's easy game?

  • Rulebreaker
    Rulebreaker Member Posts: 2,618

    Not to put to much a damper on the mood, but don't think that finding the past source will fix what is happening now.

    It's like finding out who brought an invasive species. You stopped the culprit, but the damage is done and spreading.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826

    It's usually because some people are lazy and want matches with no actual effort needed while simultaneously having no consideration for anyone other than themselves.

    Heck, I remember watching a streamer vod after a match of mine where the streamer was absolutely irate because he had to, and I quote, "pay attention to the game" since I was playing ghostface and he had to look around. He'd get furious when I would catch him off guard because he was literally staring at chat instead of the game. Was so used to autopilot mode where he only would pay attention if he heard a terror radius.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    The most important thing to change, is making sure people that ragequit get the DC penalties they deserve.

  • RaSavage42
    RaSavage42 Member Posts: 5,731

    And both Legion and Plague came with a Gen perk… just not slowdown

    Plus some survivors not wanting to play against Killers they don't like… of course it wasn't as bad back in the day

  • GeneralV
    GeneralV Member Posts: 12,666

    Honestly, my dear friend, I had forgotten Discordance existed. Haven't seen it in a long time. Remember when its Tier 1 version was straight up better than the Tier 3 version? Good times.

    And yes, I believe there always was a factor of some players not wanting to play against character they disliked. But, as you've said, it didn't happen that often back in the day. And I don't think players got increasingly more petty, I think something else caused the "go next" thing to become an epidemic.

  • GeneralV
    GeneralV Member Posts: 12,666

    Blight also started the Ruin + Undying meta, but I don't recall if it caused a lot of DCs and hook suicides.

    It was terrible though.

  • RaSavage42
    RaSavage42 Member Posts: 5,731

    My guess would be not really… but it gave the idea of it

  • RaSavage42
    RaSavage42 Member Posts: 5,731

    I have another theory…

    Maybe when Survivors were playing against the same Killer with the same perks and same playstyle

  • Rulebreaker
    Rulebreaker Member Posts: 2,618

    Then we'd like to ask for your opinion something.

    Let's assume for arguments sake (for the ones we KNOW will come say "but it's not just that" this is a hypothetical) the root of the recent epidemic is that people have gotten used to being able to quit without punishment and become more petty.

    Since the metaphorical well is poisoned what could be done that would be satisfactory to the majority?

    The poison being the original petty DCers and the trend they set. The well being the player base. A reversion would help somewhat but if the changes that caused this trend were a literal catalyst (like, chemistry catalyst) the problem (the DC epidemic) would remain because the metaphorical well would still be poisoned (the trend being set).

    Our three cents would argue that you should heavily discourage the trend you want gone and then slowly introduce a new one you want. But now we're beginning to drift out of topic so we'll stop there.

  • Mr_K
    Mr_K Member Posts: 10,342

    Was terrible on the survivor end for sure. But in saying DCs weren't as bad back then really shows how selfish the community has become.

    Legion is when the playerbase saw that disconnects drove bhvr to make brash changes. So until it doesn't work or you punish the act, it will continue to happen.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,960

    I left that part out because it is objectively untrue.

    Completely denying that tunneling is the meta is certainly a choice.

    The only variable with tunneling is where or not the killer can tunnel the first survivor out of the game faster than the gens can be completed. It makes the game a race. And usually it's a race the killer can win, since people swear by this strategy, and even go so far as to say it's "required".

    Since I made it clear that this is the context I was talking about, it's generally incredibly unlikely that a hard tunneling killer is completely unsuccessful in getting even one kill. In fact, according to nightlight, only 23.8% of games end in a 0k. So there's at least a 76.2% chance that the first survivor hooked isn't going to escape, and if they're just tunneled... They get chased to death, which was my entire point.

    That's far from "objectively untrue", as you put it.

    You say that, wait until they implement it and then this forum will be flooded with "Not enough ban slots" posts. It's going to happen.

    I doubt they're going to implement bans at all, but your response is a textbook slippery slope argument.

    My point is that there are solutions available. Whether or not they are implemented, or in what capacity is a different discussion. But that's just of the top of my head, and for literally accessibility reasons, as I said.

    One bad chase does not equal instantaneous win for the killer. It's just objectively untrue.

    If you read what I actually wrote, I said if one bad chase means the entire match is over. I never said or implied that it automatically wins, rather that strong early pressure often leads to snowballing to a win in the current state of the game.

    Which, again, in the context of hard tunneling means that the killer is winning the race. If you know that no one has touched a gen and you're on hook already, there's really not a significant chance of that match turning around.

    If the killer can get someone out of the match and more than 1 gen remains, that's effectively game over.

    That's why people tunnel, it's insanely strong early. That's not "objectively untrue".

    Unless, of course, you're taking the stance that tunneling is somehow worthless, but I doubt that.

  • Mr_K
    Mr_K Member Posts: 10,342
    edited June 20

    Wasn't call you selfish.

    ...

    Unless we are talking about Freddy.

  • Rapid99
    Rapid99 Member Posts: 326

    That's far from "objectively untrue", as you put it.

    Neither what me or you said had to do with tunneling. I said the notion that "one bad first chase and the game is over" is objectively untrue.

    Because it is. Especially since even if you're tunneling, it can still not be over and even better if the killer isn't tunneling it DEFINITELY isn't over.

    Which is the point, the survivor is leaving off the bad first chase, they have zero indication if the killer is tunneling. Which this isn't what the topic is about because I've already stated multiple times there's reasonable reasons to leave and unreasonable. Leaving before you even know if the killer is tunneling or not and just off a single chase? Unreasonable.

    That's not "objectively untrue".

    You keep quoting that even though you're applying it to something I never was talking about. It's disingenuous and misquoting me, please don't do that.

  • CrypticGirl
    CrypticGirl Member Posts: 1,439

    I could add one more thing.  If we're all on second hook at four or five gens, then yes, I don't see us turning the match around, and I would let go on second hook.  But even in the matches when we're doing well, I would hold on, but then I would get tunneled off the second hook.  Even though I recognize that tunneling would be justified at that point, it still leaves me asking the question, Why did I bother holding on?  That's not a good feeling, and essentially tells me that if you're on second hook, you might as well be dead.

    That's not always the case, though. Maybe in like 50-60% of the cases?

  • MaTtRoSiTy
    MaTtRoSiTy Member Posts: 2,643

    Yeah okay the last one wasn't a great example for that exact reason but yeah, maybe you're right there. Novelty being part of the appeal

  • ad19970
    ad19970 Member Posts: 6,759

    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.

    It almost sounds like you are saying survivors only want to stick around in matches when the match is tilted in their favor. Which is not a good look at all. I am pretty positive the game was not in the best state in 2018. That's when survivors still had the upper hand quite noticeably.

    Survivors received quite some nerfs during the last years no doubt. But survivors still have proper resources unless they spawn in on one of the badly balanced maps, gen perks on the killers side have also seen many nerfs over the time and are kind of necessary to keep up with good survivor teams, and the most oppressive killers in the game are Blight and Nurse, two killers that have been in the game for a long time now. Other than those two there aren't really any killers that are particularly oppressive. Kaneki is a bit of a problem still, but other than him, most recent killers have been pretty balanced. Maybe a killer like Hillbilly or Dracula could receive a tiny little nerf but that's kind of it.

    Also, survivors haven't lost almost everything that they used to have, that is a massive exaggeration. Survivors still have plenty of strong perks, just like killers have.

    The game is arguably in it's most balanced state yet. That doesn't mean it's in a perfect state however, far from it. But it has definitely improved.

    With that said, the solo survivor role has gotten more rough over the years, and there surely are valid reasons as to why people would want to give up earlier into the match. But I would argue it's less about what BHVR has done and more about what they haven't done yet, and that is address survivors biggest frustrations, which is mass slugging, tunneling and camping. I can only pray that the coming anti-slugging, anti-camping and anti-tunneling changes will be impactful. Those are the changes that would help survivors feel much less need to go next.

  • ad19970
    ad19970 Member Posts: 6,759

    I can not stress enough that whether a killer is fun to go against or not is completely subjective. I find a lot of the more recent killers to be fun to go against for example. So that's really not a good excuse for leaving a match early. There are however frustrations survivors have to deal with that are pretty much universally agreed upon and those are tunneling and camping, which you already touched on.

  • terumisan
    terumisan Member Posts: 2,181

    it's because survivors realized that instead of getting better that the game they can just go next instead and cry to bhvr to get whatever they don't like nerfed since it also inflates kill rates at the same time and also they get into matches faster (especially since now this is a killer only chapter so there is an abundance of killers atm)

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Can you blame the killer here? The other survivors are crouching around if they're not working gens. He obviously left the hook to look for someone else, but couldn't find anyone. So he went back to hook, where he knows there are two survivors, and only finds the blood trail and scratch marks for the injured survivor just coming off hook. The other survivor went back to stealthing.

    Is he supposed to just ignore the only survivor he can find and go randomly looking for one of the immersed survivors?

    One of the best ways to prevent tunneling is to take aggro. When a killer hooks someone and comes to your gen, you don't always have to hide. Sometimes it's best to take the chase, especially if you're in a somewhat strong area at the start of the game. I'm much less likely to go back to hook if I'm already chasing someone.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    So… let me get this straight.

    In a PvP game, you want one player to throw the match and ignore the only enemy they can see in favor of… blindly wandering around and trying to find someone else?

  • DarKStaR350z
    DarKStaR350z Member Posts: 906

    I think the number of gens remaining can be deceiving. It can show you go down with 5 gens left but in reality 3 gens could be close to 99% or something. You never really know how close 5 gens remaining is to being 1/2/3 gens remaining and that number can make it feel like there’s no hope.

  • UnicornMedal
    UnicornMedal Member Posts: 1,528

    That's what's wild to me too. It was day and night. Sure DCs and going next were always a thing, but the two weeks following that patch were AWFUL. They saw it happening and did nothing about it. The game never fully recovered. And now 3 years later, somehow they're still wondering why it's happening at all.

    Exactly. Even when we get what should be a balanced patch, it somehow still skews more toward punishment than relief. The 3 gens are a great example of that. A flawed Killer is released that breaks the game, due to no fault of the players who weren't setting up a specific strategy for that one Killer, and yet we still lose gen tapping as some sort of penance which only helps to maintain the 3 gen in the first place. Why not implement a checkpoint system instead? Seems better than limiting kicks too. Hell, even Frank Stone beat DBD to that.

    Also I'd like to say that I've lurked here for a long time and I've always found you to be one of the more insightful and pleasant posters on the board. I don't know how you do it, but it's always a pleasure to see you around.

  • UnicornMedal
    UnicornMedal Member Posts: 1,528

    With these new changes, it's sacrificing matchmaking speed as well which is pretty risky territory. I think of all the things we couldn't have over the years due to matchmaking but that's out the window now I guess.

    I think if we keep our expectations within the realm of "anti-camping" → "anti-face camping", we won't be disappointed. That's my stance at least. 😅

    Anytime. 😌