The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

DCing NEEDS to be addressed; Bad Sport lobby

We need a bad sport lobby; DCing is getting out of hand, and the only true fix is a bad sport lobby. If increased DC penalty times worked, they would’ve worked by now. I’ve seen people post 8+ hour DC penalties and laugh as if it’s a joke.

Tons of other games successfully have bad sport lobbies, we can too. Killing yourself on hook immediately should also count as a DC, and players with proof of holding the game hostage, etc should qualify for a bad sport lobby too.

I would much rather longer queue times than instant match ups with games that don’t even last 5 minutes because someone DCs immediately.

Don’t like the killer? DC

Don’t like the fact that the killer downed you? DC

Teammates took longer than you feel like they should have to unhook you/complete a gen etc? DC

While we’re at it, NOBODY remaining in the lobby should be able to depip, it should be an automatic safety pip ideally with some sort of incentive.

Comments

  • HugTechLover
    HugTechLover Member Posts: 2,482

    CoD has lobbies like this. They worked quite well against cheaters and the like.

  • wydyadoit
    wydyadoit Member Posts: 1,145

    so… i play r6 siege and league of legends. Both have honor/reputation systems.

    the way disconnects work in dbd is simple. If you disconnect during a match you get hit with a matchmaking ban for a certain amount of time. I’m not 100% sure, but i think it stacks if you do it multiple times within a time frame.

    however, as far as killing oneself on a hook goes… slippery meat builds, self unhooking challenges, busy lives, and various other perks and mechanics that go into the thought process of “do i try to self unhook” and “do i bother struggling”

    …I don’t think these things should be punished. Because technically they already are. If you choose to attempt a self unhook and succeed you unhook yourself which is actually a challenge. If a player fails then they die quicker. And if they choose to not struggle then their emblems and bloodpoint gains are reduced in survival and unbroken.

    and at the end of the day survivors always have the option to swf if you really need that try hard team.

    killers benefit in almost every regard when a survivor rage quits except when it comes to adepts and 4k sacrifice specific challenges. So you’re really only hurting your teammates and yourself as a quitter.

  • xoMadii
    xoMadii Member Posts: 16

    Attempting unhooks with perks/challenges is extremely uncommon, most of the time it is done as a way to avoid a DC penalty.

    Yes, you are correct there is an increased time penalty whenever someone DCs but it doesn’t help with anything. DCing/Killing yourself on hook immediately is so common now that I easily have more games with DCs than not.

    Life circumstances is fine, no one DCing over IRL things is going to do it frequently enough to be shoved into a bad sport lobby. The point of bad sport lobbies is to punish frequent offenders by lumping them altogether.

    You’re also right about to being selfish and not helping the team, but these guys don’t care about helping the team lol

  • Technature
    Technature Member Posts: 619

    Don't want to comment on anything else, but this

    "While we’re at it, NOBODY remaining in the lobby should be able to depip, it should be an automatic safety pip ideally with some sort of incentive."

    Along with De-pip, people Disconnecting because someone else disconnected should generally not be punished either. No sane person is going to argue that you can win 3v1 at five gens and to be at the killers mercy in that situation isn't fun for anyone.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    I'm pretty sure most killers really hate it when survivors give up. You're just going through the motions at that point. It's not interesting. Maybe that's just me though. I'm the opposite of stoked when someone gives up.

  • xoMadii
    xoMadii Member Posts: 16

    I agree completely, I sat here for 10 minutes before posting trying to figure out what I was forgetting to add, and you comment is exactly that lol

  • wydyadoit
    wydyadoit Member Posts: 1,145

    It’s definitely not the most exciting way to play, but then again neither is dealing with locker campers or 2 minute gen rushers so pick your poison.

    personally would rather have the devout points and adept potential for a hook pogoer than a disconnect that robs me of both.

    i can only speak for myself.

  • wydyadoit
    wydyadoit Member Posts: 1,145

    simply put I don’t agree with punishing players that hook pogo outside of the expected mmr penalty that should technically already be happening. Assuming this game has mmr to begin with. This would act as a “bad sport lobby” without the need for any added effort.

    dc’ing already has a timer penalty. So this is a non-issue.

    the grey area of hook escapes exists regardless of player intention. I still run ace from time to time and play hook ward with kindred, slippery meat, up the ante, and kinship. So at least one player in the community does try to unhook themselves.

  • xoMadii
    xoMadii Member Posts: 16

    Using perks and attempt to Kobe isn’t the same as killing yourself in hook (making attempts, and then hands off the controller/keyboard for second phase until you die).

    I don’t agree that MMR punishes poor sports, it just sticks them with newer/less experienced players which only ruins their experience. Newer players are much more likely to quit the game altogether over more seasoned players lol

  • Nos37
    Nos37 Member Posts: 4,142

    While you're addressing disconnects, consider spillting the disconnects up between survivor and killer.

    95% of my rage quits are while playing survivor. I can rage as survivor and be chill playing killer immediately after, but I don't get that option. Both roles are locked out of matchmaking.

  • wydyadoit
    wydyadoit Member Posts: 1,145

    the struggle phase was meant to be optional.

    this is why swf was a bad idea.

    now the game requires optimized 4v1’s instead of being a free for all with optional teamwork.

    it’s a matter of perspective.

    this game is simply a grief simulation. Killers are griefers and survivors are lone wolves. You get more if you work together, but you’re more likely to succeed if you hide and wait. This was the game concept.

    now everyone is hung up on required teamwork.

    ———

    new players that are trying would rise in mmr compared to players that aren’t trying. So again… it’s a non-issue.

  • Technature
    Technature Member Posts: 619

    If that's the concept of the game, then to be honest it's kind of an awful concept.

    Your likelihood of winning if you do absolutely nothing to help the team basically boils down to whether the killer is going to find you first or not. And admittingly if you're actively avoiding generators or hiding then yeah, it's unlikely the killer will find you, barring things like information perks or other things killers may have to find or otherwise catch you.

    But when everyone else is dead it's no longer out surviving the other players. It's hoping you find the hatch before they do.

    And if you brought an offering? Any half brain dead killer will know exactly where to look.

    Assuming they don't just try to slug for the 4k of course, but even that changes to the above situation eventually.

  • Spectralfx
    Spectralfx Member Posts: 605

    Killer main here.


    When a survivor DC or otherwise betray their team in any way (leading me to others or showing up in front of me to blantantly trying to get hooked), I make a point to down them but never hook them for as long as possible, I leave them bleeding out on the floor.

    here's why: They don't matter, they are effectively already dead. there is no need for me to waste the time to even hook them, that's time better spent literraly anywhere else.

    I noticed certain killers are really bad for causing this behavior from survivors, as a noob Huntress (I was experimenting), I got some instant DCing a lot more than with any other killer.

    as for the "3 gen" strat, I am sorry for those who thinks its boring but its 100% on the survivor. Strategically, any killer should want their last 3 gens to be as defendable as possible, its a strictly beneficial thing to them. If a team of survivors fails to identify the importance of breaking that early on at any given opportunity ... its on them.

    A killer as time on its side, its the defender role. If the match lasts forever, its because the survivors are unwilling to take the necessary risks and abuse the large size map they've been given recently.


    Don't expect a killer to just take the obvious bait you are setting up for them, that is, under all due respect, "silly".


    That being said, I hope you all have a good time out there. cheers.

  • bunthos
    bunthos Member Posts: 5

    It's frustrating on both sides. I paid money to play a certain experience and that experience is being denied to me by others. Which would be fine to an extent, except that the vast majority of my games have either players dc'ing, or refusing in normal gameplay and just playing to piss people off and grief them. I feel insanely lucky to have a game with neither of these.

    The DC penalties do NOTHING. Most kinds of people that do this just go play another game until the timer is over and don't even think twice about it. It's just like taking a break for them. Other games have gotten the penalty balance down pretty well, and DBD seems to be nowhere near this level. DCers are not being dissuaded. Even the trigger for a DC is becoming ridiculous, such as just not liking the killer or the map, or being the first one to be downed.

    Not only the DCers, but the griefers too feel no need to change their behaviour. Almost every game that I have with someone refusing to participate properly will make comments post-lobby about how we are "sweaty for playing properly" or "take the game too seriously" or simply admitting to just giving up and not caring to try. I've had so many games where I was actually flamed for DOING GENS. Because the players just wanted to spend time griefing the killer. THey aren't finishing the game doing gens AND doing the toxic SWF/flashy/head on etc saves, but literally JUST ignoring gens and running around the killer.

    These players aren't even getting picked up with proof of this or other offenses in lobby chat. League, for example, takes into consideration not only slurs, but admittances in chat of griefing etc, and lends this proof to the penalty severity. On top of that, I feel implementing a similar 'Instant Feedback Report' kind of system would also be incredibly cathartic to players that are having to deal with this toxic behaviour again and again. Not knowing whether your report had ANY kind of impact both dissuades the effort of proper reporting, and makes the person reporting feel very helpless and unheard.

    One more thing that I feel encourages DCing and griefing is the fact that you can't depip from iridescent 1 rank. Towards the end of the season I see the rate of these people skyrocket because they feel there is no penalty for playing poorly or not participating properly.


    I think DBD should at least start the wheels turning by putting out a survey on how players feel about the reporting system, how motivated they are to use it, and how impactful it feels. And on the other end, how fair the penalty feels in regards to the offense. Honestly, I'm tired of the frequency of these people and I'm playing DBD less and less because of it, and don't really feel motivated to continue.