The players are the problem
Comments
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IDK if you missed out on one of the most famous Dev streams, where it was explained that kills = skill = win. Escaping = winning. Do I agree with that mindset? Absolutely not. But sadly the game doesn't reward you for skillful plays, in fact most of the tactics that did require skill have been nerfed over the years.
To give you an example: a survivor that loops the killer for multiple gens, but yet got face-camped to death wouldn't get much BP nor would it count as a 'win', even if all their teammates got out. Then we finally got anti-camp, but that still doesn't work in the end-game (which is really fair) but the fact remains that if that person on hook dies, it will equal to a lose as per the game. Their MMR will drop. If you get hatch, it won't count as a win. If your MMR keeps dropping, you will be paired with players who might've installed the game 2 days ago, and you're just stuck in a vicious cycle. Unless you SWF.
As a killer if you hook every person twice, and get 1 kill. It won't count as a win. And so on and so forth.
The issue is the total sum of what you realistically can do versus all the other elements of the game that you don't control, but can massively impact your gameplay. Be it teammates of different skills / mindset. Be it the map you spawn on. The RNG of the maps. If the game rewarded you for more than escaping/killing (this in regards to MMR), then skillful plays would also factor more into winning conditions, and feel more rewarding because they quite literally would be.
I remember before the increases of lockers and the proper placement of them, it was awful to play Dredge on certain maps. So to put all of it just on the community? No, I don't agree with you on that one.
You reap what you sow. This state of the game might be exactly what the devs want: a scale that is always tipped in one way.
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Agreed. As much as I will stand and die on the hill of 'this is a competitive game' that does, inherently, mean a loss rate is not only expected but healthy. If you sport a 70% rate of 4K, I'd suspect something is dramatically flawed. I myself took to employing things like tunneling as a response to secure 1K or 2K out of a situation, or to force a group engagement. But I don't sport that high of a kill rate, and don't aim to maintain one.
It's not 'I'm playing to win' necessarily though we can package it that way. The actual mentality is 'I am playing to not lose, because losing means I'm not having fun.' Slugging means a person feels they lost. Tunneling, camping, the same as buzzword topics go. But when a Killer gets teabagged at the gates with 0K they feel like they lost. When they eat a series of Head-On + Flashbang combos in a row from a SWF, they feel they are losing.
And the fact of the matter is that in this game someone has to be the loser. BHVR needs there to be a loser, as well. It's part of the driving force that sells the game. If the new Killer comes out who is really strong, people are more likely to buy them. If the new Survivor has amazing perks? More likely to buy them. People aren't doing this because they just want to have the ability to not lose and never use it. 'I just got Ghoul unlocked because he's S-tier and questionably balanced but I don't think I'm gonna play him.' Yeah, that's that )*%% no one ever said.
All this being said - Of course people strive to win alot but complain when it gets sweaty. Your standard player, survivor or Killer, could tell me the sky is blue and I'd go outside to check. I wish it weren't so, but sensibility is rare.1 -
You're partially right - we are a big part of the problem but lets also not pretend BHVR is the staple of gaming studios or that they have been doing good work. The last year was pretty much a dud and waste of time.
Way more bugs, way more things break with each new chapter, their quality patch regarding anti-tunneling & anti-camp went absolutely nowhere and was given MONTHS of attention, all for it to be scrapped. Their report system hasn't been altered since the creation of this game, we still have no real incentives (BP is not a real incentive) to strive for. We have an outdated bloodweb system that received almost no changes and when it did, it was after 7+ years. Killers that haven't been touched or fixed in YEARS.
You can blame the community, I'll blame the dev team for wasting time, amounting to nothing, and then scapegoating the community as a reason to not try things or push the game forward.
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You are of course right too. The devs have a very big role in many DbD fails.
However, I really think some people underestimate the part we, the community play in this whole disaster. We are at fault, too.
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Legends are not forgotten
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