Pre-Match Lobby need some changes
One of the things that has become irritating about lobbying is people leaving the lobby and every time another one comes the time resets and we have to wait another 60 seconds again I would like the lobby to be more streamlined so that the lobby is not so boring, not to mention that sometimes people appear who leave the lobby just in time for the match will start, making us need to wait for other players to appear I have some suggestions, but they are just examples:
-Lobby time could be reduced to 45 seconds (currently 60 seconds)
-When the time is less than 15 seconds (when the numbers are red) it would no longer be possible to abandon the lobby
-The killer could not see the name, items and prestige level of the survivors (many killers take this into account to leave the lobby).
Penalizing for leaving the lobby I don't think it's a good idea because sometimes the person really need to leave the lobby for some reason, maybe just a small penalty could have (1 minute to make up for the time you made the other players wait), but nothing too aggressive here
as I always say this is all an example, and my proposal is always to leave the game more enjoyable to play, but I wanted to know if the guys have ideas that could improve post match lobby ?
Comments
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I definitely think there should be a lobby dodge penalty that starts to stack up. Way too much lobby shopping happens and it completely screws up matchmaking.
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I was thinking: You gain BP for each second you wait in a Lobby, but the timer doesn't start until you ready up.
So if you're one of those who waits the full 60s, you get nothing. But if you ready up right away, you get... 1000BP?
Something like that
Post edited by EQWashu on2 -
If lobbies were fully anonymous, that could help without necessitating a penalty
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I found your idea interesting, sometimes an incentive to speed up the lobby could be better than penalizing it, but this needs to be studied to do it correctly, however I also think that the lobby needs to go through the changes I mentioned
Post edited by EQWashu on0 -
Sounds like a problem of UPGRADING system which demands spending too much time in Bloodweb.... Bloodweb QOL improvement when you buy items in bundles.
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This is UPGRADING system issue that demans player to spend too much time in Bloodweb. Bloodweb needs QOL improvement when players purchase items in bundles. Here is link of suggestion thread.
https://forums.bhvr.com/dead-by-daylight/discussion/386188/bloodweb-rework#latest
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Personally:
Reducing the timer to 45 seconds --> Yes.
Not allowing to leave the Lobby when it reaches 15 seconds --> Nah. The main reason for this is, players would just quit out of the game at this point. Which would waste even more time for the rest, because either they will need to wait again OR, even worse, the game will try to load and then be abandoned in the Loading Screen (depending how it is implemented). I think reducing it to 45 seconds should be enough to speed it up a bit, but not allowing players to leave the Lobby will not really change anything.
Not showing Names etc of Survivors --> Yes. Should have been the case long ago. There is 0 reason gameplay-wise why the Killer should get the information and see names, profiles or prestige Levels.
Regarding a Penalty - if those 2 points (except for not allowing to leave the Lobby) are implemented, a penalty is not really needed, because the cherrypicking not happen as often if the Killer does not get any information about the player behind the Survivor anymore.
However, if they dont want to implement anything, a penalty would make sense. There is so much cherrypicking going on from Killers, it is not even funny anymore. And it really messes up Matchmaking, because instead of a more suitable Killer for the Survivor-Lobby, the 200 hour Clown-player is suddenly backfilled into a Lobby where they should not be. And only because a Killer-player cannot stand the fact that the Survivors have almost as many hours as themselves...
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No.
The developers have already abandoned any semblance of balancing this game. If you don't allow the chill Pigs to dodge the sweat lords, you'll just have more AFK killers and then we all lose.
Matchmaking doesn't work.
Not because of lobby dodging, or playerbase. It's a laughably bad algorithm that would get you an F during your first year of college in software development because it takes nothing into consideration but kills/escapes and even then the matchmaking net has been widened so much that even with zero lobby dodging, you'll have people that just installed the game versing Nurse mains that have not lost a match in 10.000 games.
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The funny thing is that not the chill Killer players are cherrypicking their Lobbies.
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those changes aren't necessarily bad, but i would rather do these two changes specifically
- Killers are now unable to see survivor's prestige levels in the Lobby
- Killers are now unable to go to a survivor player's Steam profile while in the lobby and in a match, meaning Steam Profiles are only accessible after a match, like how survivors can only look at the killers profile after a match.
these 2 changes are just QoL changes so killers can't dodge lobbies and they can't dodge lobbies by checking steam profiles to see if anyone is in a SWF, or if any of them are friends with each other. it also prevents being able to check profiles in a trial so just incase it is a SWF, the killer wont AFK. idk if they can do that, but i put it in anyway.
i like your changes, a lot actually! but i feel ike the lobby time should stay at 60 seconds maybe because i enjoy the extra time just incase im tabbed out or downstairs doing something.
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What they should add for survivors is the ability to see others perks so we’re not oblivious. It would make solo more bearable cause you know what perks there running
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The lobby shouldn't even exist. You should just go straight into the loading screen. The lobby is only used so killers can cherry pick easy lobbies and bully weak survivors. At the very least checking profiles and prestiges before the game even starts need to go. I feel like matchmaking would work significantly better if we did this.
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This. Just skip the lobby and go straight to a match once there's 5 players matched together. Can't lobby dodge if there's no lobby to dodge and it will stop the issue of backfill screwing up matchmaking.
Also don't show the offerings so people don't quit when they see a map offering or because someone else didn't play an event offering.
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There are 5 players for each lobby. The 60 second countdown, split up between them, is 12 seconds per player.
When a player leaves the lobby and another takes their place, 12 seconds should be added to the current reamining time, not max out at 60 again.
Sure, that new joining player won't have time to scroll through 7 or 8 of their characters to show off cosmetics, but it should be enough to make a last second change to their loadout. Plus they can setup their loadout before queueing anyway.
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"-When the time is less than 15 seconds (when the numbers are red) it would no longer be possible to abandon the lobby"
^ I could have sworn this part was already a thing.
But I certainly wouldn't mind the other ideas that were brought up.
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Ok, but I didn't understand why you disagreed with the idea of not being able to leave the Lobby when there are 15 seconds left to start the match, when there are 15 seconds left to start the match the option to be ready is deactivated, not being able to cancel it, however the option to leave the lobby is still active, my idea was that this option should also be deactivated, if someone leaves the lobby before that, the option will remain active, maybe you did not understand correctly or I did not know how to explain
I also think that the problem of some unbalanced games is due to excessive lobby abandonment, it's hard for me to see a lobby where someone doesn't leave, in fact that was one of the reasons I created this post, there are lobbys that take too long
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Thanks for the feedback, but I still think that the time should be reduced, if you like to do other things, do it while looking for matches, if I enter a lobby it's because I want to play a match, this is not a lobby simulator
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Yes, I thought so too, until I discovered some players waiting with 5 seconds left for the match to start and left the lobby and I had to wait another 60 seconds for the match to start
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I think there's a minority of killer players who want to play in a lobby with 4 characters of the same skin holding flashlights and toolboxes. Will you act as the SWF team's partner instead?
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I never really understood why multiplayer games actually need to have a preparatory lobby, before the dbd mobile didn't have these lobbies and they didn't need any (at least not for me) the only reason that comes to mind is for survs to be able to talk in the chat text to plan strategies and see the ping level of the connection, other than that I think the existence of a lobby is a waste of time, the person should already enter it prepared to play
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About the offerings, it's another subject that I wanted to deal with in another post, there are offerings that should be secret and others that shouldn't even exist, but the subject here is about the lobby, but I still want to deal with this subject in the future
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In fact, this is already a balancing problem on the part of the game developers, if the game was more balanced between solo players and SWF there would be no need for killers to choose lobbies, I even made a post giving ideas to reduce the difference between solo players and SWF to make it easier to balance things in the game or in the killers, if you want to read and give your opinion, the link is this:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501231#Comment_3501231
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Because it would still happen that people quit out with under 15 seconds left. They would just close their game. At this point you can also just keep the option, because it would just require a little bit more time for the one quitting out and would be the same for the rest.
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Perhaps, I don't know the real reasons that lead surv players to leave the lobby (most of the time it's the ping, where I live the server brings players from other countries because we don't have a local server and this can harm the games as times), Killer players leave the Lobby most of the time because they don't like the players or how prepared they are and leave the lobby to find another one, in that case a penalty of 1:30 (for example) would make more sense.
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Im gonna be honest, i think it's fine the way it is.
If you really want to make it more anonymous and Hide basically any Info about the Survivors for the Killer, then i at least want something to show me who is in a Team together.
I've been able to dodge some Bullets and therefore terrible Matches for Myself by simply checking Steam Profiles.
I don't want to go against a 4 Man SWF Sweat Squad when i just want to play a Meme Build on Demo.
An SWF can have so much Info right at the Start while a Killer has to gain that Info themselves over the course of the Game. At least let me have the chance to not play against People i know will clearly Bully me.
But I don't think that would be a good idea aswell. Just keep it like it is now. If you don't want the Killer to Lobby Dodge you, then simply go into Anonymous Mode.
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Xbox cannot use the Anonymous Mode at all
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I think that should be an Option aswell.
Being able to Hide Prestige but also being unable to see Prestige as a Trade off.
Maybe give this Setting a One Day Cooldown so you can't just switch when you feel like it.
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That's honestly on the Devs. They need to add that ASAP
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you want to hide prestige, but I want survivors to not be able to switch to another character in the lobby
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Their system over-rode some of the Xbox privacy stuff. They'd have to devise a brand new one from scratch, which is likely why it won't happen.
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Survs being able to that should have been dealt with long ago.
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100%. A community manager even cofirmed that lobby dodging causes the back fill which causes lousy match balance. So this should be addressed.
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One thing I've noticed when dodging a teammate that lost the last match for the team single-handedly, is that if you queue up too soon, it loves to put you back in the same match. Same for Killer if you are dodging someone with 'Multiple VAC bans on record across multiple games, last ban 45 days ago' (which happened the other day for me). I think a simple lobby dodge fixed penalty of 1 minute would help on both main fronts. If you didn't want to play, waiting a minute isn't going to matter. This wouldn't escalate like the DC penalty, just be 1 minute if you dodge. If you just wanted to dodge a single person, waiting that single minute for someone else to backfill will also prevent a re-match. It would also help against Killer overly 'choosing' their matches and forcing a backfill Killer to stomp baby Survs, or experienced Survs stomping a baby Killer.
I also would really want to see the ping of everyone in the lobby. I think it currently only shows if Survivors are red ping, but you can't see yellow ping, or the Killer's. I know I'm not going to have fun going against a VPN 200+ latency Huntress or Wesker, so please let me not have to deal with that BS.
I get this, but the worst thing they can do is equip an item you didn't see prior. Survivors are just skins, and it doesn't change whether or not the player has 50 or 5k hours. This is most often a QoL time where you can spend BP on another Survivor while you still have the time. When I'm doing this to spend BP, I personally toggle ready/unready on the Surv I plan to play until ~50s, then spend BP until ~15-10s. That way the Killer knows I intend to play the other Surv, but I'm just spending BP in the meantime.
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did you face the team of survivors equipping lanterns 10 seconds before the start of the match? I don't have time to react and take lightborn. and many other unpleasant situations. all i can counter is perks. i cant change killer
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I laugh because I just look at walls when picking up and hear them wasting time trying to run into position for a save they never are going to get. It almost makes it easier when they all swap to clickies, because you know to look out for saves. The single flashlight or looted flashlight/crafted flashbang is far more dangerous, just because your guard isn't up when picking up a downed Surv.
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I don't mean to offend anyone, but it looks like you don't have much experience with the game. these survivors don't fall near walls on purpose. even if you don't go blind, they will break your hooks or stun you with a pallet. i want to see who i'm going into a match against and have my perks against their perks as intended before we hit ready
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Survivors tend to loop. Loops tend to have walls. Lightborn isn't going to help with pallet stuns, and even then the counter to both is to just pay attention.
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So why should we leave it as it is? just to hide the prestige, right? no, if I do it, then only with the inability of the survivor to switch between characters, because I cannot change the killer. here some already offer to punish for avoiding the lobby, but for example I don’t want to go against swf with 4 lanterns on the unfortunate trapper
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4 Flashy games are the easiest matches you can get, because the Survivors appear to be literally allergic to doing gens. They cannot escape the match, because they are too busy failing at flashy saves.
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Yes, I also play trapper and I know how it is, but then the problem has nothing to do with the lobby, but with the game resources that allow such bullyngs, the devs are adjusting some things, like they already removed the locker safe and the fact of using the flashlight to take the power of certain killers, I also don't like when the killer uses map offering, certainly he is making an easy victory build, but we will only realize when the lobby is gone finished, but this is subject for another post, I can make some post about it giving my opinion too
I don't care about knowing the reason that makes people leave the lobby, the fact is that this happens very often by both the survs and the killer, and I think something should be changed, as it steals a lot of waiting time in the lobby
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