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Penalty for killer leaving
xGREENCATx
Member Posts: 431
so I’m sick and tired of killers starting a lobby and leaving immediately after seeing SWF or Bloody survivors join. They should have a 5-10 minute penalty for leaving because it gets annoying having to constantly search for a killer who isn’t afraid to play the game. It’s not our fault you know you aren’t skilled enough to play against a competant team and are afraid of a challenge.
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Comments
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Another thing that I know a lot of people will agree on: Waiting 5-10 minutes to even find a lobby just for the killer to immediately leave. How does that encourage players to continue playing the game? It doesn’t.0
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@xGREENCATx said:
How does that encourage players to continue playing the game? It doesn’t.You are talking about being forced to play with the trololo squads, right?
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BillyIII said:
@xGREENCATx said:
How does that encourage players to continue playing the game? It doesn’t.You are talking about being forced to play with the trololo squads, right?
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Then it should be the same for survivors who leave, aswell. Not saying i entirely disagree with you just saying treatment should be equal.0
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Trust me. A ten minute penalty will do absolutely nothing to stop killers from dodging a 4 man SWF or a 4 toolbox group. A lot of people would rather not play the game than not enjoy themselves. I'll take a 4 man swf but I'd take an hour penalty over a 4 toolbox/flashlight group.
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I think giving a 10 min penalty isn't going to solve much, at best killers will just accept the time penalty, and at worse that would be enough to stop killers from playing all together since not everyone has 10 minutes to sit around and do nothing while they wait for a non-try hard team.
If we did want to gorder this route, I think we'd be way better off using some sort of energy system, such as you generate 4 "tokens" an hour, and can stockpile up to 10 tokens. When you start a lobby nothing happens, however; once 4 survivors have joined the lobby a token is consumed. If the killer leaves now they'll be down one token, but can still queue up for up to another 9 matches within a 15 minute window (or less than 9 if the killer didn't start with a full stockpile).
With this system, every a killer completes a match they receive the token back, which can either help refill an empty stickpile, or add up to some "x number of tokens collected over time" achievement.
This way the killer can actually dodge annoying matches (like 4 Dark outfit Claudes with flashlights) but will force them to settle on a match quickly, otherwise they'll have to wait a bit to queue again.1