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I think Rage Quiting is becoming a serious issue

Skeleton23
Skeleton23 Member Posts: 518

I want to say this is from my prospective as a Killer Main so be warned on that

I think the number of rage Quiting has became such a problem not only for Killers getting inaccurate results and this can lead survivors without teammates and just flat out ruining the game for other people. I understand the game has some unbalanced stuff in it but I can't see rage Quiting being the answer to anyone's issues in this game and I see it only increasing or making more issues for both sides.

Comments

  • SpringMyTrap
    SpringMyTrap Member Posts: 752

    people's inability to tell when they need to take a break off the videogame is a serious issue

    trying to smooth them up with progressively more ridiculous hand outs is an even more serious issue as it affects the quality of the game for people who still enjoy it

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  • Halloulle
    Halloulle Member Posts: 1,443

    Hi. Person here who's essentially stopped playing dbd for good on the day the anniversary event dropped - cause not even that was remotely enjoyable (it also didn't get more enjoyable when friends did nag me to play a few rounds a few days later). I've been playing some other PvP games since and one of the things I noticed: they're not any less frustrating than dbd in the sense that you get stomped, you get rolled and you get utterly obliterated there too. You got people flaming you cause you're new and have no clue what you're doing but they don't know (though you don't get nearly as many of those there as you get with dbd). — Yet, that people rage quit there happens once in a blue moon (idk, once every five or six matches or something like that? Though there's more than five players involved in those pvp games).

    Seeing that, I do think - now more than ever - it's entirely on the devs to let the current state persist and people essentially saying "just suck it up - if you don't you make it worse" in one way or the other miss the point. Though, I will agree that if a game remains in a state where people even feel compelled to say something that amounts to that there, then people should honestly just stop playing that game. Alas. Dbd is somewhat one of a kind so anyone looking for asym will have nowhere else to go. And that is how the current state can persist even though it's … less than ideal.

  • PetTheDoggo
    PetTheDoggo Member Posts: 1,958

    Just increase DC penalty, so players think a little bit more about quiting.

    The amount of players I have seen to DC, when they are about to be sacrificed is pathetic. Like you are about to be done in 10 seconds, why the hell would you DC?

    Those players clearly don't enjoy DBD, so simply force them to take a break…

  • Coffee2Go
    Coffee2Go Member Posts: 771

    I think dc penalty has to be more serious where it fully stuns BP growth, player level growth so no more of those shards that unlock characters or skins or perks.

    People are taking it to lightly and also they have been doing a weird trick with unplugging their internet lately which doesnt give them a penalty because their internet cut off they didnt press abandon.

  • Coffee2Go
    Coffee2Go Member Posts: 771

    Thats so odd since lately they have been doing DC Method via unplugging internet access.

    But yeah there needs to be a thing that kinda shows okay this is not right behavior take a time out if it happens you cant just play 20 matches, maybe if stakes are higher where they need to actually have some worth in those 20 matches, but if one of those matches they spend time afk-ing then the timer resets for them

  • bazarama
    bazarama Member Posts: 414

    Did laugh when 4 man flashlight bully squad rage quit when slugged.

    Had lightborn equipped so that obviously annoyed them.

    Slugging isn't my idea of fun but it was necessary with their insta heals and it negated head-on and hook sabo which all came equipped with.

    Funny how they intended to bully killer but when I had them all down they instantly dc'd. Can give it out but can't take it back.

    But for me it's survivors running up to you before a single gen is done to get hit and hooked changing to a bot as soon as possible.

    Spolis the game for everyone so don't play if you're literally giving up as soon as game loads.

    Very annoying.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    The anti go next seems to be working as intended, my matches both sides are better quality and as intended, when the other side stays in the game and is better than me, I lose.

    The thing is you're never gonna get rid of ragequitting entirely. The best we can do IS DC penalties. Going any further means punishing people for things they can't control, like losing internet access or their battery dying at a bad moment or something.

  • Crowman
    Crowman Member Posts: 10,100

    I think it's been a serious issue for years now. Removing survivors ability to kill themselves on hook at the start of the game and requiring playing matches out as the way to lower the timeout were a good starts. However, BHVR needs to improve it's reporting system so that people who just start griefing, because they can't rage quit need to get punishments as well.

  • GannTM
    GannTM Member Posts: 10,956

    You act like this hasn’t always been an issue. I’ve been playing the game since 2020 and rage quitting has been a serious problem since then. It doesn’t just go away sadly, there just needs to be better ways to punish rage quitting.

  • Coffee2Go
    Coffee2Go Member Posts: 771

    Tbh you can spoof your HWID pretty easily through BIOS

    and also through windows, like you can fully change up your pc wipe clean (but i wont give any tutorial and its only used againts cyberattacks anyways)

    But yep for console its not possible

  • Coffee2Go
    Coffee2Go Member Posts: 771

    Oh my bad i have autism so i have hard time processing stuff all good!

  • PetTheDoggo
    PetTheDoggo Member Posts: 1,958

    sure, as long I don't have to play with those players.

    I am simply too stubborn to quit against any build/killer, but it definetly annoys me when others quit as soon something goes wrong for them.

  • UnicornMedal
    UnicornMedal Member Posts: 1,528
    edited July 22

    nw brotha 😎

    You can never make everything go right for individual players, but you can eliminate most things going catastrophic for the entire party. Both parties, I might add. Encouraging harsher penalties while doing nothing to address steamrolls is a recipe for disaster.

  • Coffee2Go
    Coffee2Go Member Posts: 771
  • kosaba11
    kosaba11 Member Posts: 312

    It's a two pronged issue. On the one hand, yes people shouldn't be rage quitting at the first sign of inconvenience, but on the other, you have to look at the many reasons why people rage quit.

    There are the unjustified reasons -

    1. You don't like the Killer
    2. You were hooked first
    3. You were downed

    Then there are the justified reasons -

    1. You're being tunneled
    2. You're being slugged
    3. You're being camped

    And there are more than that, but those are three examples for each. Obviously, yes, there are some things that can't and shouldn't be fixed - after all, it's a PvP, both sides get the chance to win. Those individuals are going to rage quit even if all the issues this game has are fixed and it became perfect - some people only want easy wins. Now, there are also the things that can and should be fixed, but are currently being ignored. And three of those things are what I listed in the justified reasons.

    Tunneling - The Fog Vial from the PTB is a good start, but from what I've heard and seen feedback wise, it's not as good as advertised. It's not thick enough and is also causing accessibility issues, meaning it doesn't really fix or combat tunneling unless the Killer is far away.

    Slugging - This one has an easy fix that would need to be balanced, but far too many people refuse to even have the conversation because they think it'd be far too powerful - Making Unbreakable base kit. I had a suggestion for a place to start in terms of balancing it so that it only punishes players who are hard slugging (the people who down the whole lobby) and not anyone else - and this includes people who soft slug (when the Survivors are all right there so you might as well down them too). Obviously, this was met with a lot of hate and no real constructive conversation, but that's to be expected of this forum.

    Camping - The bar meter is fine, but by specifying "face camping," it ignores the proxy camping and just standing ever so slightly out of its range. Now, I'm sure someone smarter than me could come up with a better solution, but the current one simply is not effective, even when the Killer is face camping.

    Fix these issues, and the people who leave because of these issues will stop rage quitting for those reasons. And of course, there are many more issues that need to be fixed - the matchmaking, several perks and add-ons (on both sides, as there are some useless perks and add-ons on both sides), the stale gameplay loop for Survivors, the power of certain Killers (some are too weak and some are too strong), etc. Obviously none of these can be fixed over night, but they do need to be fixed. The only thing we as players can hope for is that BHVR cares enough to do so, but with their track record, I'm afraid I don't have much confidence.

  • HeroLives
    HeroLives Member Posts: 3,233
    edited July 23

    I , personally, don’t see as many as I used to, but the ones I still see the most are people close to endgame where their final hook they quit. Other than that, I say it’s getting better and people are sticking around and trying more.

    It is interesting to see others say they’re seeing an increase, while I’m experiencing the opposite.

  • Rudjohns
    Rudjohns Member Posts: 2,814

    Why we should care if someone DC? They are already getting the penalty, and bots are replacing them. Don't people say bots are better than solo queue teammates?

  • HeroLives
    HeroLives Member Posts: 3,233

    If someone leaves and leaves a bot irdc. I can ask the devs to tweak bots if they’re too weak or strong. It’s AI after all and follows commands. There’s not a lot you can do about someone leaving an empty space though.

    I just see people dc still when there’s like 10 seconds left of their life and they are absolutely eating a penalty because there’s still multiple people up(meaning it’s not abandon). Which is just perplexing, to me personally. I don’t have a problem with it because it’s not affecting gameplay at that point, I just find it to be an interesting choice, especially considering that’s what I’m mostly seeing now.

  • SpringMyTrap
    SpringMyTrap Member Posts: 752

    yeah, how do we improve it?

    do we change the design of the game and make it more fair? do we change matmachmaking system to be more accurate at matching people of equal skill? or do we defend this till the game dies and blame people for playing the game and punish them for it by handicapping them just so we maintain the unhealthy status quo?

    spoiler for phase 2 update: if they're anywhere meaningful, things will only get worse, just in a different way. if they arent, nothing will marginally change.

  • UnicornMedal
    UnicornMedal Member Posts: 1,528

    I think more than anything, this last 3 years has proven how resilient Survivors are. We expect to die most of the time, so it's naturally a bit less dramatic. But we've put up with diminishing returns to a ridiculous degree. If anti-go next was even slightly less terrible, I think it would've stayed. That's why I have very low hopes that phase 2 will actually do anything to help the game, but we'll see. You never know until it goes live.

    It's exhaustion. They'd rather the Killer be stuck with a bot and eat the penalty, because at the very least they aren't killing a real player. I tend to see it after a battle of attrition usually.

    Until the game is changed completely, it's gonna be a very slow back and forth. BHVR prides itself on its work practices, which listen—I don't think it's a net negative that devs aren't married to their projects or sleeping on the floor 2 weeks before launch anymore. But, that's a far cry from having what appears to be poor time management. I won't get into all of it, but it's obvious to me that that's likely what's going on. So we'll continue to get patches that conflict with one another or go into effect long after they're needed and promises that take years to fulfill.

    We need a game that is dynamic, offers much more autonomy to players, is either conservative or liberal with the amount of busted mechanics you can use (not in the middle like it is now), and most important of all a clear direction for what the game is and what it's meant to accomplish. Realistically however, all of that is a pipe dream. At least at this point in time. So we can only hope that the pendulum swings toward something for fun sometime very soon before it moves again.

  • SpringMyTrap
    SpringMyTrap Member Posts: 752
    edited July 23

    I dont think it's an issue of them refusing to crunch (not like they should, just stop making terrible changes), it's a matter of the decisions they make.

    For example - they try to preserve current fundamental snowball based gameplay dynamic, but limit how well killers can snowball instead of changing it to more streamlined one with more clear mid-term goals making the game more fair for players individually. This results into all kinds of issues Im genuinely tired of talking about.

    Devs keep balancing and designing the game around mandatory teamwork and efficient gentime when this doesn't work out for neither side - way too hard for bad survivors to implement, way too hard to counter when implemented by good survivors.

    Make teamwork important, but not mandatory, make it so that even if you got terrible team, you can still have reasonable chances to win normally instead of playing the "throw your friends under the bus" game. Make killers rely less on "all or nothing" snowballs and stop pushing them to play for setups where they work all the match for a preparation that pays off way less than disregarding it and going straight for the kill.

    They need to address not the sides playing efficiently, but the lack of fair comeback mechanics and how utterly hopeless the games can be if they got out of control way too soon. As killer you can only hope to play for maybe one-two kills if you lost two chases in a row, as survivor you basically prepare to afk stealth for hatch if the killer did get that kill way too early. It is not fun, this needs to change.

    The matches need to move away from this snowball nature.

  • hermitkermit
    hermitkermit Member Posts: 984

    Yes, I agree with the resilence for sure. While the community can be very "toxic", most of the time it does stem from a place of passion, I believe. The game is constantly changing and the community has still stuck with it, even if some changes people don't like while other changes people praised for. I think that in all honesty, Survivor is a role that can still benefit from being the weaker role, I don't think the issue is losing but more so how you lose. But in any case, I do agree that in order to consistently play survivor, you do have to have passion for the game, because you have to be okay with losing more than you win.

  • Vrose29
    Vrose29 Member Posts: 37

    I rarely rage quit as Im almost a year into playing dbd and still need bp. Plus I rarely get genuinely upset with any game since I am a casual gamer. That being said DBD is the only game in my lifetime (about to be 25 and started at 8) that has made me upset multiple times. I do not mind dying or losing. I do get frustrated when I cannot play the game. If my whole game is hook, run, hook, run, die. This unfortunately happens so much it's frustrating. Teammates are often killers too in a wide variety of ways, including if they give up and there's only 1 or 2 of us actually trying (the snowball thing you mentioned).

    There's another thread talking about updates going off of swf when most are soloq or duo, and I agree. It is frustrating when people judge certain things off of high mmr and swf, because higher the mmr the smaller the pool of people usually. The vast majority aren't like that and probably aren't on these forums either. I feel like you touched on this with the bad survivors vs good. Also a ton of this game isnt taught by dbd which is even harder for newer people. I'm nearly a year in and just learning a lot of information on counters etc., or unspoken social rules. It just feels unfun a lot of the time. Heck, Im scrolling through threads to take a break after my first game of the day where I was face camped and tunneled.

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  • cogsturning
    cogsturning Member Posts: 2,144

    I've never rage quit but I've got no issue with DCs. I've never really found this to be a big problem. Regardless of which role I'm playing, I'd rather survs be replaced by bots if they wanna leave. They're good practice for killers and more useful than half your soloq teammates as survivor. The intentional hook deaths actually ruined the match.

    What sucks is when multiple people DC right at the start for no apparent reason and leave their unlucky teammates screwed. If I'm killer I just let the 1 or 2 humans live. Some killers extend the same courtesy to me as survivor.

    What I don't like is that a killer DC just ends the match. I would really love some killer bots.

  • UnicornMedal
    UnicornMedal Member Posts: 1,528

    I agree. That's one of the things that Killer Klowns did that I liked, was allowing individual Humans to escape and rewarding the entire team for that (especially if you helped). It wasn't the only game in the genre to do that either as far as I'm aware. That model works because it means the match is always moving and stays dynamic. It allows for teamwork or selfish plays, often requiring a combo of both to see really good results.

    With DBD, it's gens or nothing. There's no way to advance the trial once that is compromised. Hatch was a good candidate for an anti-bottleneck feature but it went from too strong to pointless. On the flip side though like you said, Killers have a very difficult time catching up without regression if the Survivor team is able to play them like a fiddle.

    Definitely. I was talking to a friend about the game and he said something interesting. If the game was designed to where you never escaped and you always knew you were going to die, it might be better balanced. You would only have to worry about making the experience fulfilling without having to balance any escapes, which is something Survivor players might actually be OK with. I'm not sure how I'd feel about it, but it might be interesting. Currently though it's like we're chasing a carrot on a stick without the carrot and that requires a deeper love of the game like you said.