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Tweaks for the AfK System

VibranToucan
VibranToucan Member Posts: 674
edited June 2025 in Feedback and Suggestions

I think the new AFK System was a step in the right direction. Fixing obvious exploits with the AFK System, like dropping and picking up items to never get crows, is great. However after discussing it with other people there are some flaws that become apparent. The most relevant flaws I found are that perks where not kept in my mind. For example, working on gens removing crows should keep them away, until you remember Thrilling Thremors. Crows being deactivated in the End Game Collapse is fine, until you remember the Killer can drag that out with No Way Out.

My solution idea: The AFK System has certain conditions where getting crows takes longer, namely running and being near the killer. I propose that the following conditions also slow down the AFK Timer in a similar pattern:

  • All generators are complete.
  • The Survivor in question is cleansing a Hex totem or blessing a dull totem.
  • At least 1 Generator is blocked by a Killer Perk or Add On.
  • A Survivor with fixated walking is treated like them running.

This would fix the most obvious issues I have seen, without allowing Survivors to take advantage of the system by finding ways to never get crows.

Post edited by VibranToucan on
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Comments

  • YamamuraVideoRentals
    YamamuraVideoRentals Member Posts: 509

    That's true. I think some code needs to be added where if a survivor comes into close proximity with a blocked object, or is forced off of an interaction because it just became blocked, that it gives them credits towards NOT being "afk".