You keep playing because....
Once you fundamentally understand the game, it's not stressful. I don't have to worry about saves or deaths. I can just play and whatever happens happens.
Don't get me wrong, the bugs that never get fixed, the QoL that's poorly implemented, the balance that never happens, etc. are issues.
I've observed this postulation; why not make a ranked and unranked que?
It really would solve a lot of issues.
It would allow soloQ to be less sweaty and force BHVR to balance years of ignored issues.
MMR isn't really a thing; however it would be if the sweaty were encouraged to be sweaty. It would force more issues into the open and force the fixes. Here's your pixel crown. Most of us could care less.
Reduce the BP and shards in casual; keep the quests; increase BP and shards for ranked.
Rather than making a grind fest for monthly rewards, make monthly ranked rewards. An incentive to play ranked. While not reducing quest rewards so everyone has the same shot.
Just a thought.
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Having a ranked queue will not do anything to stop tryhards and sweaties from playing in the casual queue. If anything it could make it worse as they specifically go in where there's presumably less skilled players just to pubstomp them. Even if it's for reduced rewards, that's not the point, the point is simply screwing over other players for personal amusement.
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There isn't a good mechanism to separate out the various groups other than what already exists beyond making MMR stricter. Lots of casual players would play ranked for the increased rewards, while many very skilled players would play casual for the easy victories as for these players shards/BP is completely irrelevant. You end up in the same spot you are now, except people are more toxic to others for being in the wrong queue.
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You'll find that the sweats dont actually like playing against other sweats. They'd never stick to a ranked queue, they'll go where they think wins are easiest and that will be in casual queue.
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The safest place for casual player is in the low ranks of a working ranking system. And the MMR right now is a ranked system, so the only improvement would be to make it stricter, but that would make matchmaking time worse.
Its not the casual players who want a casual mode without matchmaking like games had it some years ago. Its the tryhards and im one of them. And yh some want to pubstomp, but many also just want relaxing games bc sweating all the time is annoying.
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Many people try to argument with “tryhards will be in casual anyway” but then I just want to ask why in other games rank modes exist and that's fine.
Because game designer completely reworked their rank and it is actually hard to be on top.
We already have mmr. And if looking at reality, majority of people on high MMR is still pretty casual players. I also consider myself pretty casual, even playing only on two killers and doing “hard” challenges (e.g one perk, no perks, no tunnel, win streaks, not dodging sfw gen rushers or bully sfws) and constantly see people with over 3k hours experience while having less then 1k myself. And that’s why u can get hard sfw being on absolutely weak killer or ultra hard try nurse with 100+ streak being in solo.
And that’s why when killer face with comp team in pubs, 95% of them would likely to lose. Despite probably having same MMR system.We need to increase mmr pull to make comfort zone in ranking. So someone like otzdarva, having 14k hours never face with 400 hours survivor who even didn't play a lot against killer he played in lobby. Even me was getting common accusation of cheats, because players doesn't know pyramidhead can flick. So it will be actually comfort zone, that less motivates for “mid try hards” to switch to casual mods.
We simply can make rank mode and casual mode completely different. Like for casual people can vote to ban certain perks/killers/items, so S tier killers or full sfw genrush physically can not use their max potential in casual mode. While in rank mode the way to count your MMR will depend on rules close to comp ones, e.g. limited perks depends on killer tier, being spawned on specific maps against specific killers, no anticamp system, limited aura perks and moreover.
And for actually motivating players to stay on rank mode, game should encourage for this. More bp modifiers, charms, leader boards. Actual reputation.
But this will require so much rework. And BHVR barely can normally release chapter without turning it to cheater DDoSing guest for advertising DLC. What we expect? They won’t do this. It will upset many casual players as well, or pseudo try hards, because they can not cheese anymore or blaming “unfair tunneling or sfws” to their constant loses. No one wants to admit skill issue. Majority of “high MMR” players even can’t admit they more likely casual ones. And while it’s hidden, they pretend they are soooo good actually and that’s why their opinion only valid one.
And few want to give a voice to really experienced and strong players. Because neither BHVR nor the majority will like their opinion about the game.
The only way to realise u are on top of MMR cap - when u see TTVs with more than 5k hours in this game,
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Its fine in other games bc the casual mode there is "ranked" too.
Ranked: has a visible rank with clear rules to increase your rank.
Normal/casual: has a hidden mmr with sometimes clear, sometimes unclear rules to increase
You are right, the solution is simple. You dont need two modes, you just need a stricter mmr. But we had that in the test phase. Some players like Otzdarva had huge matchmaking-times, so they changed it.
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That just shows how casual players in majority actually is
Comp players have little motivation to play pubs and constantly leave in custom game mode and discord.
That just tells that not try hards can’t deal with other sweaty players, but basically this game doesn't have actual conditions for evident skill expression, so veterans and pros artificially overcomplicate stuff by tournaments with huge list of restriction or extremely hard challenges as streaks
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But Ranked and Comp is a big difference.
Comp-rules dont work if you dont have 2 teams which play 2 rounds and compare the killer results. Some matchups are expected to 4k2, for other 6 hooks is a good result. And you also cant just take the expected result from something like DBD-League as baseline bc even they have every season some killer where the balancing is wrong, for example Unknown last season.
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I’m not saying it should directly match league rules. Some less strict equivalent. But I think it is necessary to take a system that determines the loadout depending on the tier of the killer if they want to add rank mode. Or voting system for banning.To be fair, we have stealth killers. Most of them are incredibly weak due to map dependency. Why not balance this in rank mode?
But as I said before, no one will do this. Majority will stay as casual anyway, devs probably don’t have sources to making it viable. And as u said queue time will affect a lot. Because actual tryhards won’t be really interested and stick to custom games, while people like Otz or Hens is a very small proportion of the player base. If people are so against rank mode, they should realize that tryhard players themselves are not going anywhere. Even if you completely ban the tunnel, they will make the game sweaty in the new meta because they simply play better than most.
That's why we have a choice without a choice. The system really motivates players to stay in rank mode (impossible, because it's assymetrical dbd from bhvr), or stop complaining about part of the community (impossible, because it's assymetrical dbd from bhvr)
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Ranked que should have
I think it's funny that everyone is the game has a worse experience so a few high level players and streamers can have fast que times. Really the game is simply not designed around or for people of extremely high skill. Leave that to custom matches it's a casual party game which is why it has no comp que. Adding one will just open bhvr to even more attack as the core game can't be probably balanced.
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The mistake people keep making with this topic is there are people who will always take the path of least resistance. It is the reason why the words cheater and smurf exists in our lexicon.
The other mistake is thinking players that know how to play will actively ignore the best course of action. For example, you down a survivor and before you pick them up you notice another repairing a gen not to far from you. The casules will want you not to slug so you should ignore this survivor and continue with the hook
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Personally I don't want to be in whatever part of the matchmaking system has people that don't care about saves or deaths. Like, I'm far from sweaty, but I'm also not watching my teammates die while saying "c'est la vie." You're supposed to at least try.
I also don't want to go up against the 5000 hour Nurses. There has to be a middle, and, if the MMR functioned properly, there is supposed to be, it just doesn't seem to work right. So I, a mid-quality player, get both the c'est-la-vie and the 5000 hour Nurse—in the same match.
The system needs improving but this idea just isn't the way. They just need to stop throwing wildly different skill levels together.
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Many people try to argument with “tryhards will be in casual anyway” but then I just want to ask why in other games rank modes exist and that's fine.Basic answer is the same as whenever people say 'if it works in X game, why doesn't it work in DbD?" DbD, as a grindy asym is radically different than other games.
Three reasons, some of which @TicTac have covered.
1: Conceptual - In most games your ideal world is having two teams of the same ranking hitting each other. Except comparisons in DbD are always going to be off because the best Blight in the world can never hit the 2nd best Blight in the world, they can only hit survivors, just as survivor teams can't hit each other, they only hit killers.
This means having a direct comparison is impossible because it will really come down to who hits who. Not to mention a system like this is open to trying to game it much more than you could in other games.
On top of that, BHVR would have to decide on more firm win conditions.
2: Asym problems - There's a bunch here, just to hit some of the highlights. In non-asym games the sides are doing the same thing, so players are improving at the same rate. In DbD survivors can form teams, start communicating, start planning strategies together, or not, this creates possibilities and challenges on one side that don't exist on the other.
Things like bans also don't work the same. When something gets banned in a normal game, its banned for both sides. Killers and survivors have totally different stuff so it would be very hard to balance how many bans each side gets. Not to mention, that a huge part of the game design is not knowing what perks the other side has: one of the reasons not to tunnel is the possibility of anti-tunnel perks, if the killer could wipe those out he would have a lot of power.
And if survivors could ban killers, well then some killers would just never get played.
Then you have the issue of matching people up. The best survivor teams are the 4 person SWF clock callouts, except there aren't very many of them and they don't play as much (as gets brought up a lot, its just harder to organize 4 players then 1). So high ranked killers might have extremely long queue times, meaning they just jump over to the other queue.
3: The game isn't designed to be balanced.
Items / Addons - DbD has the grind as a balance mechanism where some things are meant to be rare (this is largely dead for anything but new players, but BHVR still relies on it for design).
The thing that tends to upset people is when one side sweats and the other doesn't. Except if BHVR changed their mind and thought this was a bad design, they could just change it and get rid of the concept of rarities and balance everything.
Maps - Who the map favors can radically depend on the killer, this makes things like map selection easier for one side than the other (unless you are imagining a ranked system where the survivors know the killer, which undermines a lot more aspects of the game).
Killer tiers - You mention this going off things like the tiers lists comp already uses. Except this is an end run around the idea of actually balancing the killers, which is something BHVR doesn't want to do (a lot of requests for ranked are to put in rules for things I think players wishes BHVR would do, but they won't, so they try bringing up ranked as an end run around BHVR's objection).
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Rank mode would probably take a fair amount of time for BHVR to set up, I doubt it would actually achieve anything, and there are lots of more important things to focus on. For those who really want the comp experience, leagues already exist.
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I wouldnt call it a casual party game. Its a game where weaker players have no chance of winning against good players, so there is certainly a skill expression. Its also mainly played against online opponents. Party games are mostly played against friends.
But there is no clear definition. Is Mario Kart a party game? The online mode has a rank system.
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I don’t finding banning specific perks killing the part of the game mechanic. At first, for “ranked mode” that supposed to having less RGN dependency. Because nothing good in team lose because they chooses heal build against plague. That’s just something that can be common in normal games, but not when we considering ranking up…And I find it fair to ban decisive strike against trapper or predator on nurse, if we talking about rank games. Because u can’t balance all perk around 40 killers with different abilities, and some killers can basically abuse them in unhealthy way, or some survivor perks can be unfairly used against specific killers. Like, we all knows recent springtrap perk for exit gates was released extremely weak because singularity can make game around it really bad and hold survivors hostages until killing them (yet we somehow ignore conviction or let fog vials having 0 charges only for making them extremely bad after) Or like everything for antislug against plague/twins/oni, because they supposed to play through snowball. ranking… I doubt this should happen. U still can use around 100 perks for creative loadouts.
But I understand u can’t balance it perfectly for both rank and casual with their pace of releasing new chapters. I already responded to other person about queue times. I don’t forget about them as well and pretty understand issue of ranking mode. So people don’t have other options but accepting try hards in their lobby. Yet they don’t want to0 -
Yh a ranked mode (even with great rewards like limited skins) wouldnt solve the issue of having strong players in the normal que. But weak players could play ranked and stay in bronze/silver to have relaxing matches. If the rank reset would set the top players only to gold, the weak players would be safe. Except smurfs, but thats impossible to avoid.
You dont need a ranked mode for that, the mmr with those rules (strict matchmaking) would also work. But if you have the normal mode like now (not so strict/fast matchmaking) and ranked (strict/slow matchmaking) people could pick their poison.
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