http://dbd.game/killswitch
An idea about QoL for the game
Recent discussions with @cogsturning and some other players has made me wonder about what some actual good QoL changes might be.
The most debated topic: Tunneling.
As has been the case ever since the 9.2.0 PTB, the discussion around tunneling, prevention of said tunneling, and not being too punishing has been like a rollercoaster to say the least. My refined idea of anti-tunneling would be something like this:
- Delay the unhook notification by 5-10 seconds (could be changed depending on how strong/weak that effect would be).
- Tweak Elusive to always hide scratch marks, pools of blood, grunts of pain, and coughing for a solid 45 seconds, or until the survivor does a conspicous action.
- Reduce the Endurance and Haste portion down to 15 seconds. 30 seconds is a bit much for a base-kit effect of this magnitude. - Have a progressive killer status buff for spreading hooks, based on killer map traversal capability.
- Slow traversing killers like Trapper, Deathslinger, Pig, or anyone without any form of teleports, passive speed boosts from power, and that kinda stuff should get a 10% Haste (or some new) status effect for 15 seconds after hooking. A status effect that only disables upon power usage and attacking, not when kicking pallets or gens.
- Medium mobility, and certain ranged killers, like killers with shorter dashes, temporary speed buffs (like Clown), Huntress, and Trickster, should also get a 10% Haste bonus, but only for 10 seconds, which also deactivates upon power usage and attacking. - Nurse also falls into this category.
- High mobility, and fast traversing killers on the other hand, like Ghoul, Blight, Billy, Krasue etc. does not receive a special buff to the mobility aspects.
- All killers receive a stacking bonus to Bloodpoints earned (up to a 100% bonus), per unique hooked Survivor. Like old BBQ did, but this effect only stacks if every unique survivor gets hooked once before going for a second hook. To lessen the blow on Survivors that gets tunneled out (even after these suggestions), they will receive a +100% Bloodpoint bonus for every consecutive hook (+200% maximum), if the killer does not hook anyone else after the survivor is unhooked. - Anti-tunnel measurements deactivates in the end-game collapse, like anti-facecamp does
This way of changing the anti-tunnel system would be the best of both worlds. It offers a safer way for survivors to be allowed to reset, and it will not be overly punishing for killers who still decide to go the tunneling route. Just disincentiviced by offering no BP or speed boosts, as well as making the unhooked survivor harder to track.
Anti-slugging, another hot topic:
This is also a widely hated strategy among survivors. Especially the toxic 4-man bleedout slugging.
Tactical slugging on the other hand, like leaving the survivor downed while checking for teammates nearby is usually fine.
Late-game slugging for the 4K is also frowned upon.
Here is my idea for a good and fair anti-slug mechanic:
- Reduce the proposed 120 second auto pick-up timer down to 100 seconds. Two full minutes is a long time on the ground.
- Stays active in the end-game to prevent excessive slugging for the 4K
- Does not include base-kit Tenacity, but crawling won't stop the auto-pickup bar from going up.
- Repeated slugging makes the recovery process faster, once the auto-pickup bar is full. +20% recovery speed for every repeat offense, up to a 100% faster recovery (same as being under the effect of Boon: Exponential).
- Plot Twist does not count towards being slugged.
- Alternative option: Slugging in the end-game would instead trigger an option for the survivor on the ground to instantly bleed out, if their anti-slug bar is full.
It has already been made some arguments about 120 seconds being too long, so maybe 100 seconds won't feel too much for the survivors being slugged.
Slugging in the end-game is just pitiful, and a waste of time, especially if one of the survivors are hiding.
Anti-camping - Not sure about this one:
The recent proposal saw some changes to the anti-facecamp system, mainly the increased radius, and the progressive speed increase of the unhook-bar, starting at half rate.
Proxy-camping is still widely used in conjunction with the intent of tunneling, to instantly being able to track the recently unhooked survivor, or to force a second hook stage.
- Not really sure how to truly fix this, without it being overly punishing, also for unintended proxy.
But the current proposal is not the right call. This needs much more thorough thinking before it should be considered. - Should there be a projectile-blocker in place around the hooks as well, to prevent killers like Huntress and Trickster to be able to proxy outside of the radius?
- Should there be a safe zone around the hooks where killer powers does not function, to prevent cases like Basement Trapper, Hag and Bubba, or blocking teleports near hooked survivors, like is the case for Dredge (could be applied to Springtrap). These suggestions could also tie in with the idea of a delay in unhook notifications, where there is a grace period for the survivors to get away from the hook area, in order to prevent tunneling?
Maps, and pallet density:
The increase in pallet density, and generalization of the tileset pools has been a mixed bag for sure.
Some maps really needed it, like Rancid Abattoir, Rotten Fields, Haddonfield and Temple of Purgation.
But a lot of other maps really didn't need this change, like the Autohaven maps (maybe aside from Azarov's), the MacMillan realm (aside from Shelter Woods), and worst of all, Crotus Prenn.
Other maps affected by the changes only saw safe areas become safer, while leaving other areas deadzoned. Like the Swamp maps and Yamaoka Estate.
And then you had the maps that got worse for both sides after the change, like Greenville Square (spawning more double-pallets, and has way worse jungle-gyms than before.
We need a full revamp of the maps affected by the pallet density update, and a benchmark map to base the pallet, window and loop spread on. Something like pre-change Ormond Lake Mine, or the pre-change Coal Tower, which were both highly regarded as very balanced maps.
Survivor items and add-ons:
In the upcoming PTB, there are talks about changes to Styptics and Syringes, but no changes to items that are clearly under-used or under-utilized, because the alternatives are the only ones worth running.
- There needs to be a priority of de-cluttering the Survivor bloodweb. First off, reworking items and reducing the amounts of add-ons for each item. I am sure there are many good community ideas for this, such as toolboxes, flashlights, medkits etc.
- Fog Vials needs to be looked at, or completely reworked to function in a more similar fashion to the Void Crystals.
- Toolboxes and medkits does need a look at, but not necessarily in the terms of nerfing them.
- Maps and keys definitely needs another look at.
- Event items should always be common.
Some of the item reworks were really not that great. Windows on demand was an okay change for maps, but a lot of the features of the old Rainbow Map got reduced to nothing, or shifted to add-ons that are hard to come by.
Keys are essentially useless, as info perks does their job a million times better, and is now just a waste of an item slot, or something you hope to show up in a chest in the end-game (in a non-broken form).
Killer add-ons:
As with survivor item add-ons, some of these are definitely a product of their time.
Many killers need an add-on pass to become better versions of themselves. One good add-on pass that was made in the past year or so, it has to be Pyramid Head's add-on rework.
- How about an add-on pass that aims to add some variety, with add-ons that changes the way killer powers work, like a whole new playstyle baked into an add-on. Similar to how Myers' add-ons can change him back to his old form, or with Scratched Mirror offering a completely different way of playing. Or like Nurse's Spasmodic Breath, that disables blinking and makes you a normal M1 killer. Something completely unexpected. Offering add-on variety can definitely make for some more interesting gameplay.
- Some add-ons definitely needs some tweaking or outright reworking.
- Killers with ranged powers should all have that one add-on that helps new players learn the trajectory of projectiles. Unknown in particular could use an add-on like this.
Offerings, and the Bloodweb:
Many offerings has become pretty much worthless after countless changes. There is no reason for them to stay in the bloodwebs anymore.
- Map offerings being the worst offenders. The 20% chance to get to a certain realm is not worthwhile, as you are better off using the random map picker, and using the offering slot for something else.
Either make map offerings into a 50/50 coin toss (no stacking), or just simply remove them from the game. - Single-category Bloodpoint offerings, and some personal offerings are not that worth it either.
- Change the rarity of Bloody Party Streamers to anything but Rare, so that the chance of obtaining them goes up. There is no reason for them to be harder to find as compared to Brand New Parts or Syringes.
- Make event offerings stackable instead of personal, their rarities should be Common, and not take priority over Ultra Rares, especially if you are using a P100 character.
- Add a priority filter to the bulk spending and automatic purchase functions, so that you can use this feature and actually get more of the items, add-ons and offerings that you are looking for. Having to manually analyze the bloodwebs and select the nodes you want is pretty counter-intuitive, since those features was supposed to be time-savers, but due to how ineffective they are, in terms of "return on investment", they are not worth using.
These are just some of the changes I would have wished for in a QoL update.
Matchmaking and MMR:
This is another strong topic in the community. It is known that DBD does not have the best matchmaking system.
Sometimes you end up with perfectly balanced matches, but other times you end up in a very one-sided scenario. It is wildly inconsistent.
Matchmaking should definitely prioritize an average of the players MMR, and the back-filling of lobbies should also take this into account.
In the old days of ranks, you would for the most part be matched against someone of an equal rank to your own, with a small deviation of 1-2 ranks up or down. Somehow, the matchmaking times were okay, even when considering that there was no crossplay back then.
MMR should also be determined by more than just wins or losses. There has to be other parameters in play.
Using the emblem system, that could help in determining how good your performance was.
There should also be a grace period when testing out new killers, so that you don't get put into a lobby that is way too high rated. Once that grace period is over however, you would face against opponents of your own skill level again.
This grace period should last between 4-6 matches, based on your average killer MMR, and could be highlighted through a golden frame (or something else to distinguish it) around the killer's portrait.
More thoughts:
If anyone has more ideas on QoL, feel free to let me know, and please leave some constructive feedback in the comments :)
Comments
-
I think by base and even in the last PTB, the off hook protections only last 10 seconds in end game, which is good, because if it was still 30 seconds that would be super unfair.
1 -
Its pretty much free escape if killer doesnt injure you right after unhook and can catch up fast like blight.
-1 -
None of this would be QoL though, these are massive balance changes. QoL doesn't buff either side, it's just feel good. Like the survivors auto recovering, that's QoL.
0 -
That's not really true.
Visual TR was QoL but was a balance change.
0 -
That is a contradiction. The only way you can allow them to be simultaneously true is if you use a very loose interpretation of QoL. IE anything that makes me stronger feels good, so QoL guys! (referencing OP's ideas) While you "could" use that interpretation to make it possible to be simultaneously true, I think it's a bit disingenuous to the true way the vast majority of people use "QoL" as a term.
If it's affecting balance, it no longer gets the QoL classification. So visual TR isn't a QoL.
-2 -
So Colorblind settings and different color scratchmarks are also not QoL?
2 -
"If" they allow better tracking than the red, then yeah not QoL. Although we're probably on such a close line with those changes since it's so minor that I could see an argument either way. Like for the auto recovery as an example, "technically" you'll probably have quite a few instances where it recovers faster than someone would have clicked the button, so that would be a "buff" but it's so minor that no one on killer would really notice it, so it gets classified as QoL. Same kind of thought on your examples. If it's a tangibly felt difference from the survivors perspective then I'd call it a buff instead of QoL.
0 -
I appreciate the consistency.
0 -
Hey @Pulsar what are your thoughts on the new syringe / styptic?
For me, it looks like the syringe will be turbo-broken on Exhaustion builds, and will likely extend chases even longer than an extra health state would. It will also be completely useless for anyone who does not run Exhaustion builds. This is not a very healthy change in my opinionStyptics granting 15% better self-heal efficiency is fine, but it would still be trumped by charge add-ons, and the bonus skill check progression ones. Not that great for a purple rarity add-on. Would be better if it completely neutralized the efficiency loss for self-healing instead.
0 -
So you are saying that the idea of changes to the bloodweb, matchmaking, maps, and the anti-bad-play measurements are not QoL, or healthy proposals?
1 -
Visual TR was made to people with some hearing impairment to have a better grasp onto the killer position based on Terror Radious. Everyone uses because accessibility is good for everyone. Most of the playerbase could hear and react to killer's TR before this change, so it didn't changed balance.
Scratch marks changes isn't a balance change, since you already could track survivors with scratch marks. Now its just being changed to adjust setting and make it more comfortable for the eyes.
Quality of Life means the game is smoother, feels better without changing how hard it is to play. A balance change affects directly the difficult of the game. A balance change can bring quality of life but a Quality of life change shouldn't affect balance.
We need to stop calling balance changes QoL because it brings so much confusion and mislead the discussion.
0 -
Tunneling ideas:
Agree on the hide the notification.
The number changes - I always feel like BHVR is a better position for these as they have more data, but they sound reasonable.
Killer buff - this is tricky and one of the difficulties of giving overall buffs to killers is that they are so different. I think its much more consistent to buff/nerf the survivor side. I mentioned it in a different thread, but the buff survivors get to gens after one is eliminated as a sliding scale. So something like 30%/20%/10%/0% - for 3, 4, 5, and 6 hooks. And let's go ahead and say if the killer doesn't get an elimination until hook 7, 8, or 9, gates take longer to open.
End Game Deactivate - Sure, I still think some basekit BT is necessary, but it doesn't have the be the same as during the game.
Anti slugging: I don't think anti-slug is necessary, but I'll approach it from the perspective of it is.
120 to 100: I don't really have strong feelings either way.
End Game: if it stays active, kill rates would drop quite a bit because lots of 4ks would become 3ks. I worry about the overall impact on BHVR's balance decisions based on that.
But broadly I think if gens are done, slugging is fine, and generally covered by the abandon system if all the other survivors leave/die.
No basekit tenacity: I'd do the reverse. I think faster crawling speeds are good, but crawling should be a trade off with the heal.
Repeats: Maybe its because I've been playing killer recently and I rarely slug for any extended length, but how often does this happen? Seems unnecessary.
Plot twist not counting: yes
Alt: Bleed out death, I also think this would be fine.
Anti-camp: I think the above idea about hiding unhook notification really solves a lot of issues on the proxy camp "problem".
This is one where I think it should actually go killer sided. No one should see the unhook notification until it hits 50%, then all the survivors see it. I think killers like Ghostface should be able to 'jump scare' the hook as a strategy.
I think if the survivor can stare at the killer for ten seconds while on hook, the killer's aura is revealed. This would do a lot to cut down on ranged killers who set up outside of the radius and just stare down the hook.
But I don't think there should be a projectile safe zone around the hook.
Maps: Again, this is one of those where I'd love to have BHVR's data to actually make a decision. But, they never should have done pallets at the same time as the anti-tunnel.
Survivor Items
Declutter - Okay, is this what I'd like, or what I think makes a successful game?
On successful game: have you ever wondered why ARPGs like Diablo bother to drop junk that no one will ever use? Even if we don't increase the drops of worthwhile stuff, people respond much better to that constant sight of things happening. It also makes the feeling of something actually worthwhile more impactful (looking through the junk to see a good item). The junk, in essence, tricks our brains into thinking the valuable stuff is even more valuable.
DbD's a grindy game with grindy mechanics.
In terms of what I'd like, two ideas
1: Permanent unlocks. Instead of the current system, players just level up in a linear fashion. Each level costs increasingly more bloodpoints to obtain. At each level you are faced with a choice of three options to unlock and you choose one and then you have it. The options not chosen? Maybe they'll appear next level, maybe it won't be for another 100 levels. I think that would keep it exciting without being monotonous.
2: The above would never be done, neither will this, but: remove all addons from survivors. Instead, create like 15 to 20 different types of each item. So a medkit with more charges, one that works off greats, one with a slow instant heal, etc. Roughly all of the items should be either balanced or have a niche purpose to fulfill. Totally discard the idea of 'rarity'.
Also, if a survivor doesn't bring an item, one is randomly taken from their inventory to start the match with.
Kill Addons
I think killer addons should fall into three categories - strong, medium, weak. The killer can run one strong, two medium, or four weak addons. So basically they can get one powerful effect, four minor buffs, or somewhere in-between.
Offerings
This is kind of like the idea of clutter. If you make it easier to get bloodpoints, you disincentive the worth of the bloodpoints (BP is just another big brain trick). I actually think BP offerings are a bad idea as it just leads to toxicity/expectations on how to play and the offering system should be reworked to be more meaningful.
MMR
I tend to end up defending BHVR on this and it gets a little long, and this is already pretty long, so I'm going to hold off on that for now.
2 -
Sorry I was being a bit hyperbolic with my statement as there were a lot of changes that I would not call QoL. However in regards to your ideas to bloodwebs, matchmaking, maps and anti-bad play they all sound good to me.
MMR is in a rough spot. Firstly as you mentioned, it doesn't take into account enough things. The other issue though is that while we would all like more accurate matching with MMR, we're in this awkward spot with balance and queue times where it almost has to match poorly. Last time it was tested to be more accurate we had significantly longer queue times. DBD is also balanced from the bottom up rather than the top down, so the balance at high level is a complete trash show, hence why there are many, many extra rules added in comp to illustrate this. By this I'm pointing out that the poorly accurate matchmaking works to cover up the bad balancing at high levels by throwing lots of worse players in the mix. In other words, in an ideal world where the game was actually balanced well, we would all like to only face players of equal skill, but the game isn't balanced for that. It would make for a miserable experience in high MMR matches. Not to mention the highest mmr people would not even see 95% of the killer roster.
If hypothetically the games were balanced for high mmr then yeah we could do this, but the majority of the community would not go for this, as being quite frank here, they're bad, and they want the game balanced for them. Personally balancing from the top down with nuance makes way more sense to me, but we can get into that conversation if you'd like.
I don't see any way of fixing the queue time issue though.
0 -
One change that won't affect most games but I feel is important enough would be to change the criteria for "Merciless Killer" down to a 3K. Slugging for the 4K isn't fun, adept achievements encourage it though.
3 -
Very good breakdown. I had a feeling you would do an analysis of this post.
I do agree on most of the points, and counter-points, but there are some I would do different.- Decluttering of the survivor (and killer) bloodwebs would make obtaining Bloody Party Streamers a little easier. I don't see why they need to be rarer than ultra rares, in relative terms. Sharing is caring after all, and with how much BP gains vary from game to game, you'd want a buffer on your BPS stack, in case you end up spending your hard-earned BPS on a match that sees you instantly tunneled out for instance. That is a very frustrating 1 million BP spent getting 1 lousy BPS, gone down the drain. Now, if every match guaranteed that you got good value from your BPS, then I wouldn't complain about it in the first place.
- Not sure about the linear level up, and how it would work as compared to the Bloodweb, but an interesting take.
- Not sure if adding 15-20 variants of each item would help any with de-cluttering.
- The killer add-on idea was interesting. I do think a mix of our ideas would work fine. At least when it comes to power-altering add-ons.
- So, if BP offerings are bad, then base gains definitely needs to go up, so that the grind doesn't become unbearable again, like it used to be in the past. The original Bloodweb was extremely grindy, and players really didn't like it. It's fine to leave some games grindier than others, but leave that to single-player games, or games that does not have PVP.
- It's fine, bring on your MMR hot takes. I made this megathread for a reason.
0 -
Queue times would definitely suffer from a tighter MMR system, but honestly, would you rather play a fair and balanced match against opponents of your own skill level, or would you rather have an unpredictable one-sided stomp?
I know comp has different rules, and limits in place for obvious balance purposes, and that it is mostly co-ordinated teams, using clock callouts, and there are only a certain few maps that comp is usually played on.Speaking of "throwing worse players in the mix", do you remember DBD before MMR?, and that some time during 2020 the ranks started becoming rainbows, almost every game, in conjunction with shorter queue times.
Before that point in time, ranks used to be fairly balanced in matches, and queues were ususally 1-3 minutes (on the faster side).
Maybe there were some testing behind the scenes going on at the time, to see if mixing ranks gives faster queues (which it certainly did).
Now, the old problems with queue times were present before the introduction of cross-play. Now that cross-play is a thing, the pool of players is a lot bigger, and thus should naturally reduce queue times.0 -
Just trying to nail down what it is.
But visual TR made the game easier to play, which directly affects balance especially for lullaby Killers.
2 -
Yeah, the syringe is bad. Personally, I didn't really thing they were super unbalanced right now. Probably my experience with old Syringes talking, but still.
Styptic may as well be a Green addon now. It's just kinda bad and is completely overshadowed by other addons.
1 -
Yeah I joined back in 2016. I personally think matching was better back when it was by ranks.
"but honestly, would you rather play a fair and balanced match against opponents of your own skill level, or would you rather have an unpredictable one-sided stomp?"
Well as I mentioned earlier, idealistically yeah I'd rather accurate matches. However, I would not want accurate matching with the current games balancing since it's a complete trash show. The game isn't balanced for good vs good currently. It's balanced around players that don't know what they're doing. So "if" the game was balanced for good vs good then yeah I'd like accurate matchmaking, but we aren't even close to that. I'd be getting forced into "unfair" matches basically. All my matches would be against swf groups of which the game isn't balanced around.
"I know comp has different rules, and limits in place for obvious balance purposes, and that it is mostly co-ordinated teams, using clock callouts, and there are only a certain few maps that comp is usually played on."
And the reason they have to do this is because the game isn't balanced at the high levels, which is what accurate matchmaking at the moment, would force good players into, except without comps balancing rules.
0 -
I am actually in fear of people discovering that they can now be used in conjunction with Blood Rush, and an exhaustion perk like Balanced Landing to create infinites again.
0 -
Well, it wouldn't be infinites, just god loops, but I see your point.
I also don't think Blood Rush is an issue here. I've never even seen it activate with meaningful effect. It's really just the double exhaustion. Its dumb.
0 -
Think about this scenario playing out: Now imagine an SWF bringing medkits with syringes, and co-ordinates with the runner on the team, to place medkits at strategic spots. The runner also has Balanced Landing and the perk Blood Rush. Imagine that scenario playing out on a map like Eyrie, or Badham
0 -
True and true. I do agree with this.
1 -
Let's kind of work backwards through this, though I'll do MMR at the end.
So, if BP offerings are bad, then base gains definitely needs to go up, so that the grind doesn't become unbearable againSure, though its all arbitrary. You could say that survivors got 20 BP on average, while also make the cost to purchase things 2.
Basically a company wants to set a number were progress feels meaningful, but attainable, then give it a number structure that people respond to (human beings don't like decimals, they like big numbers, but not so big it feels silly). But largely speaking, its all smoke and mirrors meant to disguise the grind into a more enjoyable format.
Not sure if adding 15-20 variants of each item would help any with de-cluttering.So it depends what you think items should be (now that I think about it, it would probably be 8 to 12, instead of 15 to 20, but that's a minor point).
If you believe that the ideal goal is that as a player you obtain the item / addons that you want to run all the time, maybe with 2 or 3 variations (i.e. a medkit, a toolbox, and a flashlight), then no, it doesn't work (though the bloodweb itself really serves very little point then).
But if you think one of the goals of the bloodweb is to encourage variety, it does. Maybe you want to run the medkit with extra charges, but you're all out, so you have to try something different. In this concept everything is still on the same level of 'good', so you aren't downgrading, but trying something new.
An additional feature of this is whether you believe survivors should be worried about losing their item when they die. Some games engage in this (Hunt: Showdown), where you the player actually risk losing something meaningful in the game. I think that is one of the ideas BHVR tried with the idea of keeping/losing items, but its largely pointless.
Decluttering of the survivor (and killer) bloodwebs would make obtaining Bloody Party Streamers a little easier. I don't see why they need to be rarer than ultra rares, in relative terms.Honestly, outside some of the Iri items, I have no idea what most things are rarity wise.
But you're jumping through hoops in your request. You want more BP, so you're asking them to make the BP item cheaper, making you engage in the BP spending to get it, when all of this could just be done with more points and/or cheaper purchases.
bring on your MMR hot takes. I made this megathread for a reason.So I wasn't around during ranks. I played DbD a few times before 2022 and it never really caught my interest, especially after really enjoying Deathgarden but thinking the flaws were even more extreme in DbD.
But a lot of what you say makes it sound like you want to just go back to ranks. I don't have an opinion on that being I didn't really experience it.
But, in terms of MMR, looking back to your post:
Sometimes you end up with perfectly balanced matches, but other times you end up in a very one-sided scenario.So, sometimes this definitely happens.
But there's a few other issues:
1: A single game isn't a big enough data point. In sports, sometimes a bad team beats a good team, sometimes by a lot. To go a step further and compare it to American football - there will be games where one team's defense shuts the offence of the other team down, but there might still be one drive where the offense tears down the field and the fans are wondering where they've been. Any game could be that outlier.
A single game isn't really big enough to see what happened matchmaking wise, especially given the high randomness. Especially given the snowball nature where the game starts really strong for the survivor and then swings hard in the killers favor.
2: Player skill varies by killers they are hitting. There are some killers I am just trash against, others were I feel like I really get the counterplay. I could look really weak, or really strong, depending on the killer we play.
3: A single event, that might just be a guess, can have massive impacts. An example I like to use: was playing survivor on Autohaven against Pinhead. I was first chase, got hit, and was running toward main. Pinhead throws the chain, its the start of the match so he and I have to guess at how its going to be played. I guess right, chain misses, and I make it to main and I can now run him for a good long while, or he can drop. That one play, which was very random, easily could have made me look like I was a garbage player or excellent at the game (I made it, he chased, then dropped, we got a 3e in the end).
4: A matchmaker can't tell if a player is taking it easy, tired, drunk, etc.
Basically, yeah, it messes up, but its also DbD's nature to swing to one side a lot of the time even if there was a fair match, thus making it hard to tell why a game was lopsided.
MMR should also be determined by more than just wins or losses. There has to be other parameters in play.In the long run, it doesn't matter. Now they should probably count survivors as a team, but if you play better, your chances of escaping increase, if you play worse they decrease. Trying to fine tune it would potentially lead to people exploiting it, but also could easily throw people off - you might escape a lot because you realized your stealth/gen rush build was actually great, but BHVR messed up the valuations and you got no chase time so your MMR stays low.
It's like wins and losses in sports. Ultimately, you need to have good stats in a variety of areas to be successful, but the ultimate goal is the win and it should be up to the individual participant to determine what they think is the best path toward it.
There's also the fact that survivor/killer MMR have to go up and down in equal number, so you would need to evaluate how many good things/bad things were done by each players, which is a lot of possible match when ultimately the escape/death would line up just as well.
There should also be a grace period when testing out new killers, so that you don't get put into a lobby that is way too high rated.This is understandable, but there's a few issues.
1: I don't think experienced killers realize how much they would dominate survivors if they actually got bumped down in MMR, even if it was a new killer.
2: On killer release day/week, this would result at a massive over abundance of this killer in the average MMR, potentially destroying queue times even more.
3: Speaking of releases, this also means the survivors are facing a killer new to them, and they are having to do it against someone with higher MMR.
0 -
Basically a company wants to set a number were progress feels meaningful, but attainable, then give it a number structure that people respond to (human beings don't like decimals, they like big numbers, but not so big it feels silly). But largely speaking, its all smoke and mirrors meant to disguise the grind into a more enjoyable format.
To be honest, the grind does feel long enough as it is today. It takes somewhere around 4-6 months to get a character to P100 (assuming BHVR is generous with BP events), with an average of 4 hours of playtime per day. Taking that into account, and applying it to the 90 or so characters that are in the game by now, it's going to take an awful amount of time to get to 100% completion. - Yes, I am a completionist by heart.
So it depends what you think items should be (now that I think about it, it would probably be 8 to 12, instead of 15 to 20, but that's a minor point).
If the Fog Vials, as well as the maps and keys should be a benchmark, then 3-5 variants of each item type would be ideal, with 1-2 add-ons per rarity.
I have made some ideas about changing toolboxes and medkits in the past, and I bet there are certain add-ons that never see any use, regardless of item, so going by the numbers of popularity, it is safe to say that some add-ons wouldn't be missed if they are gone, or reworked. Like, how often do you see someone with gloves or sponges on their med-kits?An additional feature of this is whether you believe survivors should be worried about losing their item when they die. Some games engage in this (Hunt: Showdown), where you the player actually risk losing something meaningful in the game. I think that is one of the ideas BHVR tried with the idea of keeping/losing items, but its largely pointless.
This actually used to be a thing back in the day, when you essentially "reset" your character when you hit the prestige button.
Back then, there weren't an over-abundance of items in players' inventories, unless that player had been intentionally avoiding the prestige (which was optional).But you're jumping through hoops in your request. You want more BP, so you're asking them to make the BP item cheaper, making you engage in the BP spending to get it, when all of this could just be done with more points and/or cheaper purchases.
Not exactly. I am specifically asking to make it more accessible. I think moving it up to Very Rare (purple) would actually make it more accessible, due to not sharing its spawn pool with a plethora of map offerings. Yes, it will cost more to obtain it (4000 vs. 3250 BP), but that is a small price to pay for more accessibility, which is a fair trade-off if you ask me.
This is an example from the killer bloodweb, where two of the same iris can spawn. During this level-up session, I managed to get 8 Scratched Mirrors, but only 4 Bloody Party Streamers, despite the latter being "Rare" instead of "Ultra-rare", and killer bloodwebs has a higher chance of spawning BPS when compared to the survivor bloodweb. - You see the inherit flaw here.
Also, I am not a fan of "personal" offerings. I like the idea of sharing, and I wish there were more stackable offerings instead, and that you could instead have tiers of stackable BP offerings, like a 25% one, a 50% one and of course the 100% one, in addition to the anniversary cakes. More accessibility = less frustration about losing one.- Fair points about matchmaking though.
In the long run, it doesn't matter. Now they should probably count survivors as a team, but if you play better, your chances of escaping increase, if you play worse they decrease. Trying to fine tune it would potentially lead to people exploiting it, but also could easily throw people off - you might escape a lot because you realized your stealth/gen rush build was actually great, but BHVR messed up the valuations and you got no chase time so your MMR stays low.
It's like wins and losses in sports. Ultimately, you need to have good stats in a variety of areas to be successful, but the ultimate goal is the win and it should be up to the individual participant to determine what they think is the best path toward it.
There's also the fact that survivor/killer MMR have to go up and down in equal number, so you would need to evaluate how many good things/bad things were done by each players, which is a lot of possible match when ultimately the escape/death would line up just as well.
Individual skill should definitely play a role in determining MMR gains/losses (like utilizing the emblems, and drawing an average from there), but if the game treated the survivors as a team, we would also see a clearer picture in wins/losses per side.
It might seem a bit complicated to explain, because it is.
Though in short: If MMR were determined by the team's total escapes, as well as the individual performance through the emblem system, it could make it so that even if your team lost, you could still end up gaining MMR if your individual performance was good enough.
Also, DC's and abandons should count as individual losses.1: I don't think experienced killers realize how much they would dominate survivors if they actually got bumped down in MMR, even if it was a new killer.
2: On killer release day/week, this would result at a massive over abundance of this killer in the average MMR, potentially destroying queue times even more.
3: Speaking of releases, this also means the survivors are facing a killer new to them, and they are having to do it against someone with higher MMR.
That might be true.
However, there could be checks in place, like the anti-smurf check that is in place today, that if you totally dominate the lobby, you would lose that grace period, and be moved up a bracket.0

