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The greatest problem of DbD

Junylar
Junylar Member Posts: 2,005

Name the greatest problem of DbD on your opinion with only one word (or abbreviation)

Comments

  • Phasmamain
    Phasmamain Member Posts: 11,534

    Maps

  • jesterkind
    jesterkind Member Posts: 7,959

    Spawns.

  • I_am_Negan
    I_am_Negan Member Posts: 3,756

    Camping

  • N0rmanIn
    N0rmanIn Member Posts: 7

    Survivors

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,432

    Camping and Tunneling.

  • ShinobuSK
    ShinobuSK Member Posts: 5,279

    No RE1 skin for Jill

  • some_guy1
    some_guy1 Member Posts: 697

    waiting 2 more hours for project w to release

  • Omans
    Omans Member Posts: 1,081

    The devs, Maps, Nurse, how skilless yet rewarding camping and tunneling is, SWF.

    In that order.

  • Zexbunny
    Zexbunny Member Posts: 209

    Killer is rewarded for taking one person out of the game instead of being rewarded for spreading out hookstates.

  • HugTheHag
    HugTheHag Member Posts: 3,140

    BM (from all sides)

  • dugman
    dugman Member Posts: 9,713
    edited August 2022

    I think maybe the biggest flaw in DbD is they tried to do a semi-cooperative game design with mid-match player elimination and unclear victory conditions. Semi-cooperative design rarely works well and DbD is no exception, it can lead to players sandbagging the game if they feel they personally aren’t doing well and animosity between players who are “out for themselves” and players who think the survivors are an actual team. On top of which the midmatch player elimination means that as soon as one player is downed early it increases the chances they’ll think they’re personally going to be eliminated so it doesn’t matter if they just give up and throw the game for everybody else.

    Note for instance the official DbD board game is intentionally designed to avoid these issues by being both fully cooperative on the survivor side with a clear victory goal and no midgame player elimination. Basically the killer gets tokens every time they hook a survivor and every time the hooked survivor stays hooked for too long, and if they gain enough tokens before the survivors open the Exits the killer wins. In that system everybody gets to keep playing the game the entire time, one player getting downed early isn’t as inclined to just give up, there’s no disputes over whether or not you win as a survivor, it even disincentivizes face camping since standing at a hook will get you less tokens then proactively going and downing people to get more hooks.

    Unfortunately this is a design flaw we’re stuck with since it’s so deeply ingrained in so my systems. Maybe someday if they make a sequel to DbD they’ll consider doing a fully cooperative no midgame elimination system more like the boardgame uses? But that’s something that has to be done from the start of the design process so it’s not happening in the current one.

  • JPLongstreet
    JPLongstreet Member Posts: 5,987

    Us

  • Yatol
    Yatol Member Posts: 1,960

    the community

  • IIITweedleIII
    IIITweedleIII Member Posts: 1,013

    Proof that DBD Players don't know hot to follow instructions and make things Fun, ultimately worse lol

  • StrangeGuy
    StrangeGuy Member Posts: 48

    Tunneling

  • Marik1987
    Marik1987 Member Posts: 1,700

    Players

  • Neprašheart
    Neprašheart Member Posts: 439

    Rewarding; The game effectively rewards you for playing in ways that do ruin the match to other players.

    What's even more surprising is that there's nothing else that rewards you as much as tunneling, slugging, camping, rushing through the generators, etcetera. It's fine to play the game how you want it to play - So, giving them a breathing room if they're unhooked in front of your face, for example, and go for the rescuer.. But this kind of a playstyle does punish you in the long run.


    So, the game kinda punishes you for showing any sorts of kindness to other players. It is as if the game was focused around players behaving like animals.

  • SuzuKR
    SuzuKR Member Posts: 3,910

    IMO, 3 biggest problems are:

    1. The DBD community’s attitude and immaturity issue
    2. Map and tile design/spawn logic
    3. Disparity between solo queue and SWF level of information