We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

A Different approach to D/C ( Disconnecting ) Issues, a New State Called "Worthy of the Entity"

Top_Secret_117
Top_Secret_117 Member Posts: 154
edited October 2019 in General Discussions

For those who havent yet, check out this youtuber DamnNoHtml's video on this topic heres the link, https://www.youtube.com/watch?v=ywdsHP4tKdg


To summarize his video, there is no way to improve current dc countermeasures that cant be ignored by someone determined. For example, if we automate any dc's to result in bans, they will just sit still and purposefully get hooked and die.


However, why does everyone gloss over rewarding people who dont DC? This creates an incentive/reward for both kinds of players , DCers or Loyal. rewards for players who have kept there ratio for completion to incompleted games healthy. This demands multiple implementations. Player Recognition for failing any of the following: hitting certain score requirement, surviving for a certain time, or dcing before the two previous examples. Anyone who can successfully complete these prerequisites without failure get a point towards there recent games percentage, once 7/10 recent games have successfully been completed they enter what I call the "Worthy for the entity" prelobby state and the recent games ratio must be maintained or surpassed to remain in this state.

For example, every survivor gets a 5th perk slot who meets "worthy for the entity" criteria that is active in the next match for 5 mins and then fades away, or a perk from a selection of exclusive perks to this state.

Maybe when all items and consumables apon another player dcing are no longer lost and 100%xp per team mate who did not prove worthy, along with a safety pip all garunteed if that someone who Dced was not in your SWF party ( to prevent item and xp cheesing)


perhaps " worthy of the entity " state is a progress bar that is updated throughout the match.

when a score acknowledgement pops up on screen, now its in front of a new hud element, a timer that shows minimum remaining time and a score meter for minimum score

when either is completed in game, another pop up to let you know with some bp value for partial completion (1 of 2 objectives). When completing both objectives, a sound effect and 1k or 2k bp value pop up lets you know you've proven worthy this match. by then if you ######### you have already contributed enough that the other survivors will be fine.

Perhaps even temporary cosmetics for those who are currently worthy. It kinda plays backwards to the whole GTA aproach with dunce caps and bad player lobbies. Instead of other players being avoided and feeling horrible, its a sure fire way for others to know that they can trust you not to dc in a match.

Please feel free to add on to this as I trully believe this to be a beautiful addition mechanically, substantially, and without compromise a way to evolve healthy matches.