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QoL Improvement: Allow players to select 2 challenges for survivor-only & killer-only challenges
Problem
Almost all challenges in each tome may only be completed by playing in either the survivor xor¹ killer roles. Few challenges may be completed by both roles.
Players with a Survivor (exclusive) challenge selected - but not completed - must switch to a Killer (or Survivor) challenge when switching between roles, every single time, if they wish to make progress on some challenge.
Aside from being a nuisance, this problem can sometimes cause players to leave a lobby after a match party has formed, since challenges can not be selected while in a match party. This is a detriment to matchmaking performance in both wait times and matchup suitability, as a well-balanced match party that loses one or more survivors is eventually re-filled by survivors who were not initially selected for that match, possibly due to poor matchup suitability.
[1] - xor - exclusive or - this or that; but not this AND that
Corollary Problem
Players may similarly fail to select new challenges in certain conditions where the challenge completion notification was not given enough screentime, such as when spectating a match after being killed or escaping, quitting the game, or simply 'speed-running' through menu selections to queue up for the next match as soon as possible.
Again, this problem is more than a mere nuisance, as it can sometimes cause players to leave a lobby after a match party has been formed. For the same reasons as above, this is a detriment to matchmaking performance.
Proposal
Allow players to select up to TWO challenges at once, as long as ONE challenge is exclusively actionable to survivors and ONE challenge is exclusively actionable to killers.
Selecting a challenge may be completed by both Survivors and Killers will override whatever exclusive challenge is currently selected in either slot.
Since the Survivor lobbies and Killer lobbies are well-separated in menus, the game need not show both challenge slots in the lobby, and alternatively, could show only the relevant challenge in that lobby. However, in the challenge archives, players may benefit from being able to see, select, and change the challenge selected in each slot, especially since selecting a non-exclusive challenge could deselect an exclusive challenge the player may intend to return to afterwards.
Players must re-select any challenge that has been overridden by a non-exclusive selection before completing that challenge.
Corollary Proposal
This corollary proposal could possibly be implemented independently from the proposal above. Nevertheless, I recommend the original proposal as well.
Notify players when they click "Ready" that a valid challenge has not been selected (i.e. no challenge or a Killer challenge is selected when a player in the Survivor role clicks "Ready", OR no challenge or a Survivor challenge is selected when a player in the Killer role clicks "Ready", OR a challenge restricted to certain characters, perks, or powers are selected without them being selected).
With this change, players will notice their missing or defunct challenge selection before proceeding to a match party and possibly interfering with matchmaking performance.
Perhaps the notification could be clicked to unready and select a applicable challenge.
I strongly recommend a non-intrustive notification that does not prevent the "Ready" button from being selected in one click and does not obstruct any other UI element and hides itself after a few moments.
Comments
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"Allow players to select up to TWO challenges at once, as long as ONE challenge is exclusively actionable to survivors and ONE challenge is exclusively actionable to survivors."
I think your "survivors" at the end of this sentence was meant to be "killers".
As someone who has multiple times gone into matches with no Archive Challenge or the wrong type of Archive Challenge selected I fully endorse this idea. Being able to have both a Survivor and a Killer challenge running at the same time would save me time when I flip between the roles, which I often do to get in my "first game as" games of the night.
For the corollary it should be easy enough to "pulse" the Challenge bar in the lobby to show that, hey, something is wrong, you may want to fix it. And for the people who have finished all of the possible Challenges for their lobby they don't get the pulse.
The very nature of the Challenges means two things 1) they track what characters can do them, so they already know that if you're in the Survivor lobby with a Killer only Challenge selected that's not right and 2) if a Challenge has been finished or not since you can only do them once. With those two factors in play it's easy enough to set up what is needed to check what Challenge is selected, if it's viable and if not if there is a viable option or not.
If the game wasn't run on spaghetti code that is.
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You're right, caught my goof! I've fixed it.
"If the game wasn't run on spaghetti code that is."
Too real!
Honestly I think DbD is due for some QoL enhancements to make it feel less janky. The updated map graphics are a great step in the less-janky direction, but... boy, I wish I was on Behaviour's development team...
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Its a small thing, but it would be really awesome. I agree!
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Sure, why not. But I prefer having all challenges to be active all time, like other games with Battle Passes. Our system brutally bottlenecks progression and creates a lot of unhealthy behavior. Players enter the match with the intetion to complete challenge, which may greatly shift focus from actually playing the objectives to selfish gameplay.
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I did consider this, but I figured the devs had their reasons to make it so. I don't necessarily agree with that, I just didn't want to sandbag my suggestion...
Playing DEVil's advocate, perhaps their opinion is that making all challenges active at once makes challenges easy to complete by accident, reducing the player's active attention in the tomes and archives (which are used to give the characters more backstory and expand upon the lore).
Maybe they also think that having them all be active at once is too much like the Daily Rituals, which are indeed, all active at once.
So, thinking of those, I definitely tried to cater my suggestion to whatever... vision... the devs have in mind for the challenges. I think it would preserve the requirement of active attention if players still had to select challenges themselves, but remove a lot of painful menuing that happens between games
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Oh, there's intention behind everything, no doubt. It's designed that way for a reason. It doesn't let us progress easily and smoothly, hoping that will make me or others to buy levels for real money. You know, I thought I'd be considered as dedicated player by devs, considering how much time I'm spending in this game. But Rift says otherwise, it looks like I should even play during my work hours to grind these fragments to level up.
And I hate it, I've seen many threads how grindy or difficult the challenges are. But I'm shocked how there's almost no talk about having only one active challenge at once. IMO it's very harmful for the game itself and not friendly for players.
Playing DEVil's advocate, perhaps their opinion is that making all challenges active at once makes challenges easy to complete by accident, reducing the player's active attention in the tomes and archives (which are used to give the characters more backstory and expand upon the lore).
If there is a challenge that require to cleanse totems or heal others, then I don't how the player could complete them by accident, it still requires an input. He earned it, period. If there is a more demanding and situational challenge, then player (at least me) feels frustration because he's stuck with it and can't complete other, more simple missions like mentioned healing or cleansing totems.
Good reply and good thread, I hope it will drag more attention.
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This is a no brainer. Do it.
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