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Rage Quitting is out of control and Rage Quitters are not being punished

In my previous matches both as killer and as solo survivor, there has been at least one rage quit per match in more than half of all matches. This results in everyone losing blood points and being stuck in an unfair, unenjoyable match.

If these rage quitting survivors had disconnected, I could at least rest somewhat easy knowing that they're timed out for five minutes and their penalty will increase for further rage quits. However, instead of disconnecting, survivors just attempt to escape from a hook three times and then refuse to do the struggle skill checks. Using this method, the survivors that just doomed four other people to an unenjoyable match are able to immediately queue up again and either have a normal match or even straight up ruin another one.

People killing themselves on hook just because they performed poorly in their first chase and are now tilted is extremely unhealthy for the game and CANNOT go unpunished. There need to be actual consequences for reports of rage quitting, we can't allow these people to just ruin match after match.

Comments

  • JnnsMu
    JnnsMu Member Posts: 249

    Sure, trying to unhook yourself shouldn't get you banned. Neither should actually messing up and missing two struggle skill checks in a row. But doing both of those things at the same time is obviously rage quitting.

    If someone dies on their first hook within 10 seconds then that should easily be flaggable as ragequitting by the game code.

  • Laluzi
    Laluzi Member Posts: 6,226

    I think it'd be easy enough to limit this to within the first 2 minutes of the match, or when all other players are alive. Because yeah, there are situations where suiciding on hook is the right play, or otherwise pretty understandable.

    But otherwise, 3 struggle attempts + no attempts to hit second stage skill checks seems fairly trackable. And this is a massive oversight that's allowing people to ruin slews of games without penalty.

  • JnnsMu
    JnnsMu Member Posts: 249

    Good point. As a solution you could only punish people for hook suicides when all other survivors are still alive.

  • Adjatha
    Adjatha Member Posts: 1,814

    5 minute bans do nothing.

    1 hour bans do nothing.

    72 hour bans do nothing.

    If you want to stop people from DC'ing at every opportunity, you have to come down hard on them.

    Month-long bans for people who do this kind of thing.

    The game doesn't need those players and maybe four weeks off make them learn to actually play out the game. Or they'll leave and find a new game to Rage-Quit mid match. Either way, the rest of the player base wins.

  • JnnsMu
    JnnsMu Member Posts: 249

    I agree with you in the sense that 5 minutes aren't enough of a penalty. However, this post is about the fact that survivors circumvent the DC penalty by killing themselves on hook instead of DCing. As long as you can just avoid rage quit penalties altogether, it doesn't matter what the punishment would be.

  • dugman
    dugman Member Posts: 9,713

    One possible way to mitigate it is make it so failing an escape attempt doesn’t lower the first hook timer. That would actually do two beneficial things

    • Ragequitters would not be able to simply go straight to second hook, they would have to wait a full minute to get to second stage. Knowing that if you want to ######### on first hook it will take at least a minute could deter some of the people, or at least give them a chance to cool off and try to win if they realize they are being impulsive.
    • It would make Luck as an effect actually mean something. The problem with Luck right now is that trying to pull yourself off the first hook is a really bad idea most of the time even when you’ve increased you chance a few percent because of a Luck effect. But if you take away that risk of shortening the first stage then survivors could make their three attempts more freely if they get an opening and Luck actually helps increase the chance it works.
  • JnnsMu
    JnnsMu Member Posts: 249

    That's an interesting idea. I don't know if I like the idea of everyone getting a decent chance of unhooking themselves for free.

    Regardless, this would only be a bandaid fix to the ragequitting issue. Sure, it would be nice to have the rage quitters waste more of their own time but it would still be incomparable to the amount of everyone else's time that they wasted.

    I don't think that this kind of complicated rework to make ragre quitting less convenient would be very effective. The only thing that has to happen is that people are properly punished for rage quitting.

  • dugman
    dugman Member Posts: 9,713

    Just as a follow up, a nice thing about Luck is, if they made that first hook escape change I mentioned, it’s very easy to tweak a numerical parameter like Luck if they want to make it more or less likely for a self escape to occur. For reference, though, your chance of escaping is

    • Base - 3 tries at 4% each = 11.5%
    • Slippery Meat - 6 tries at 8% each = 39%
    • Up The Ante with everyone still alive - 3 tries at 13% each = 34%
    • Green Luck offering - 3 tries at 7% each = 20%
    • (Best case) Slippery Meat and Up The Ante and a Green Luck offering - 6 tries at 20% each = 74%


    So base kit you still would only normally escape first hook about 1 in 9 games this way. Using a Luck offering or perk doubles or triples that to 1/5 or 1/3 games, which still is more likely to fail than not but worth a shot! And if you went all in on luck you would get off the first hook more often than not if you had the opportunity. (That’s a bit of investment in the loadout though, two perks plus an offering).