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How BHVR intentionally destroys soloQ

Junylar
Junylar Member Posts: 2,005

We all know soloQ is hell, it's an endless trail of nightmarish pain and suffering beyond natural human abilities, but observant players might have noticed that the situation is gradually becoming worse from one update to another. Let's recap.

  • Archives

For some reason survivor challenges specifically make you throw the game, while killer challenges are just "participate in normal gameplay to complete the challenge". Just look at it: make X unhooks - so now you have a teammate who is crouching behind a rock waiting for his teammate to go down in order to unhook him right in the killer's face. Sabotage X hooks: so now one of you is running around the map dropping hooks, most likely notifying the killer, instead of doing something useful. Drop X pallets while being chased: now you don't have any pallets on the map. The archives make it so that every game in soloQ you will most likely have at least one teammate who is being useless at best, and at worst - harmful to the team.

  • EBMM

Since they turned Escape Based Matchmaking on, soloQ turned into literal Battle Royale, where once the gens are done - unhooks just don't happen. Killers don't even need to camp in the endgame anymore: no one is going to save anyone anyway. Since escapes are the only thing that matter, there is just no point for survivors to go for the saves and risking dying (therefore losing MMR) when they can just escape at this moment (and increase MMR). And the endgame is not the only part of the trial concerned: the most efficient MMR gaining strat is playing like a rat from the start: don't get spotted by the killer, hide, don't go for the saves, just slam the gens and hope you will be done before you are the only one left. More and more survivors are realizing this fact and start using this new Blendette meta. Needless to say this made soloQ experience next tier torment.

  • Boons

Not really a direct nerf to soloQ, but rather a buff to SWF, since boon perks are mostly useless in soloQ. You can't tell your teammates not to destroy totems (or even if you do in the pre-game chat - they still might do this just to spite you, since it's soloQ, you know). You can't tell your teammates who have boon perks where the totem is. You can't coordinate their use in any way. Devs basically released a whole chapter for SWF exclusively, while leaving soloQ in the darkest pit of misery where it has always been. And of course since all the killer mains now complain about how "doing bones is not fun and unfair", they will roll out some kind of killer buff in their next update. Yeah, yet another killer buff without adjusting soloQ, and you know what that means.

So the trend has been set and the devs are confident about it: they are stomping soloQ deeper and deeper into the ground with every update and they are not going to stop.

Comments

  • ThiccBudhha
    ThiccBudhha Member Posts: 6,987

    Those might technically improve the solo queue experience.

  • Junylar
    Junylar Member Posts: 2,005
    edited October 2021


    Hiding behind rocks and waiting for a teammate to go down and then unhooking in the killer's face is not a normal gameplay, it's throwing the game. You are not doing anything useful, you are wasting time to farm those unhooks. Normal gameplay is doing gens and going for the rescue only when needed. The killer on the other hand doesn't waste anything by hooking: the more hooks - the better, there is no other objective for him anyway.

    Sabotaging - yeah, running around the map and sabotaging random hooks in the middle of nowhere instead of doing something useful is completely normal gameplay, sure.

  • ElusivePukka
    ElusivePukka Member Posts: 1,599

    You're blaming challenges for bad decision-making and impatience from survivors?

    Like, I'm not a fan of BHVR, but this logic doesn't track

  • Junylar
    Junylar Member Posts: 2,005
    edited October 2021

    It's not "bad decision-making". If a player joins the game giving priority to farming challenges, throwing the game for the sake of the challenge is good decision-making for him. It's a disastrous decision-making for the rest of the team, but not for the one who is just chilling with challenges. If not for the archive, there would be no such motivation in the first place: everyone would play the game to win, not to make 12 unhooks or throw 20 pallets.

    The same goes for EBMM: ratting your team out is a good strategy if you want to escape, the problem is in the fact that aiming solely to escape is a bad motivation, and EBMM is here to blame.

  • Thunderfrog
    Thunderfrog Member Posts: 218

    Seriously.

    A lot of people feel like they have to complete a challenge in one match, and then play like madmen. If you spread out unhooking people, (and to Behaviors credit, most of these challenges want safe unhooks), over a few games, it completes normally. The problem is people are always grinding up them BP, so feel like its not efficient to stretch out a challenge when the efficiency hit actually comes from losing games by playing dumb.

  • BenihimeWrath
    BenihimeWrath Member Posts: 968

    I mean, in fairness, killers have their own throw the game challenges.

    Like getting X hooks in basement which makes me face camp the basement to force trades.

    Or, get 10 M1 hits as huntress with no hatchets in one trial.

  • ElusivePukka
    ElusivePukka Member Posts: 1,599

    Yeah, no. That's still misplaced in its entirety. Teammates who come into the game with an "all for me and none for thee" mentality are a problem, but those existed before challenges - and I flatly don't believe the incidence is higher because of them. Achievement hunters, meme builds, selfish players of all stripes show challenges as a drop in the ocean of, yes, poor decision-making from survivors.

  • Junylar
    Junylar Member Posts: 2,005

    Once again, it's not poor decision making for them as I have already explained. People do what is beneficial for them, that's completely natural. Not many people will act not according to their own interests. The emblem system at least made it rewarding to play for your team, archives make it rewarding to throw all the pallets on the map to complete a challenge. People doing what is most rewarding for them is perfect decision making, the system that makes it rewarding is to blame.

    I guess you think a matchmaking system based on escapes is perfect too, right? Because it's the player's fault if they don't wish to go for risky unhooks they will get nothing from? According to this logic, every problem this game has is not a problem at all: even game-breaking bugs are not a problem, because "good players just won't abuse the bugs, it's the poor decision-making of bug abusers that is the problem!"

  • WeenieDog
    WeenieDog Member Posts: 2,184
    edited October 2021

    I mean, there's the Halloween archive, then there's the regular archive + rift , coupled with some people having limited time, I can see why people just throw games rushing to complete it.

  • ElusivePukka
    ElusivePukka Member Posts: 1,599

    It's poor decision-making to load up a game without the intention of actually playing, especially in a team-based scenario - you disagreeing with that isn't going to make that any less true.

    Hyperbole, strawmen, and hyperbolic strawmen don't make your points accurate either.

  • BBQ
    BBQ Applicant Posts: 39

    The devs don't care that much for solos and many other developers don't care either. look at the feces show that is 'Back 4 Blood'

    Back 4 blood is 4 survivors against swarms of zombies so not really the same (I don't think playing against nemesis counts) but it is a good comparison of devs that just don't care about the little guy.

    The solo campaign doesn't even give you points to upgrade or even earn achievements. Everything is locked behind playing and progressing with other people. Happen to be a 'solo'? too bad. You will be thrown into the cesspit of randoms that will ruin your entire experience.

    Exact same thing with DBD. Don't have people to play with? enjoy playing with randoms that will often play worse than bots and are sometimes deadlier than the killer itself.

  • GeneralV
    GeneralV Member Posts: 11,211

    All three of those things you mentioned could be removed from the game and I would be okay with it.

  • Junylar
    Junylar Member Posts: 2,005

    "Playing" for them is completing the challenges so that they can get those skins sooner. If the incentive is there, it's not their fault they act according to it. If BHVR implements a challenge "sandbag 12 teammates", it will be BHVR's fault if people start sandbagging to complete the challenge. But I feel I start talking to the wall here.

    Ignoring the point completely, repeating the same thing over without addressing the point and throwing some buzzwords does not make your point accurate either.

  • Junylar
    Junylar Member Posts: 2,005

    Well, at least I doubt b4b developers introduce new mechanics that make the life of solo players even more horrible, as they do in DbD.

  • ElusivePukka
    ElusivePukka Member Posts: 1,599
    edited November 2021

    It does seem there's a language barrier here.

    "Playing, for them, is completing the challenges" - that mentality is still not BHVR's or the challenge's fault, no matter how badly you want that to be true. The fault lies squarely on the survivors choosing those selfish actions.

    "If BHVR implements... to complete the challenge." - yes, the scenario you made up to sensationalize your argument would be BHVR's fault, but it's one of those hyperbolic strawmen and has no bearing on what's being said.

    I am ignoring your non-point, yes, because it's a stubborn lie you're telling yourself.

  • Gamedozer7
    Gamedozer7 Member Posts: 2,657

    I as a solo player enjoy them they give me incentive to switch up my game play and try different things...... oh wait I see what the problem is now.

  • Raccoon
    Raccoon Member Posts: 7,716
    edited November 2021

    I play mostly solo and find it pretty chill.

    Probably escape about 60% of the time, but I usually do good/have fun, either way.

    With regards to Archive challenges, I'll throw if I need to in order to complete them, regardless of whether I'm solo or not.

    Most players (that I can talk to post game) don't seem to care either way, either.