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The ability to suicide on hook actively ruins game health
DBD is not a party game when with or against randoms that want to win. A party game is LAN/household games where everyone is usually on the same page, like KYF in DBD. DBD has no divided competitive and casual mode. The singular mode it has is for both competitive-minded players and casual-minded players.
The ability to suicide on hook is used to dodge the DC timer or give hatch. Giving hatch is fine and can be its own mechanic. Dodging the DC timer is not. Almost all PVP games with matchmaking have DC penalties without workarounds for good reason. Quitting ruins the game. If you’re not having fun, you’re not forced to stay, you can quit. But you don’t get to demand quitting with no punishment.
Auto-DC AFK players. Players that troll already risk bans. Banning griefers is difficult in every single game, but most don’t bother spending the time and effort when quitting is quicker. Self-unhooking and struggle should be reworked to allow giving hatch but not to suicide freely.
Quitters should never be pandered to, LET ALONE BECAUSE THEY THREATEN TO TROLL INSTEAD. The game WOULD’VE BEEN RUINED BY THEM ANYWAYS NO MATTER WHAT METHOD. Bots have their own problems and are not a suitable replacement. It’s a BAND-AID. YOU DO NOT WANT TO NEED TO USE A BAND-AID MEASURE. Having a band-aid measure DOESN’T MEAN GO EXACERBATE THE NEED FOR THE BAND-AID.
Accessibility needs improvements but that does not excuse giving quitters limitless quitting. Even a temporary hotfix to disable or replace certain graphics/sounds until a proper fix is better.
Comments
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This happens almost every match and has been brought up so many times by people to have something done but here we are. Same stuff, different day.
I wish it would stop, bots were a start but then increasing DC penalty was counterproductive. Now we get to have 3vs1 most matches, yippy skippy!
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Yeah this has been a thing since DBDs launch but the devs refuse to address it for some reason. And they can't just temp ban people who give up on hook because there's "no way to prove it" when you clearly can if a person plays 1 game normally hitting every skill check but then goes one game trying 3 times to get off hook then "missing" 2 skillchecks in struggle via letting them pass and then has 2 normal games after that but then goes on a streak of dying on first hook with no rescue via self unhook attempts and missing skillchecks.
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Bots are not band-aid as they engage in chases and assist with gens and healing. I can waste my time with them and the rest of the team can still win. On killer side this has already been fixed (I don't feel bad winning against 3 and probably this is the reason why much fewer killers give the hatch). On survivors side the unhook attempts to remove yourself from the game could use a work around, but what?
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Nah, Bots are just useless. The only thing they do is benefit the Killer.
@Topic:
Remove the DC-Penalty and Hook Suicides will go down.
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the entire point of this post is to ask changes to punish hook suicidals for working around the disconnect penalty. they want them to have a penalty for quitting out early. like, of course hook suicides will go down because ESC-quit game-confirm is faster than going through the sac process, that's logic.
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Yeaaah... Or you just remove the DC-Penalty. Which is the easiest solution. You will never be able to force players to play the game.
Removing the DC-Penalty would give the rest of the Survivors a useless Bot, the Killer a big help and some BPs with said Bot and thats it. Same like a 3v1 with a Hook Suicide, except that the Killer even benefits from the Survivor DCing instead of suiciding.
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I have brought this up before. But for some reason people in this community always have the worst possible takes on everything this game should be. For some reason, it is ok to ######### over your entire team because you are entitled. I don't know why, but this community thinks it is good for some reason.
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If going for the 4% wasn't an option, my guess is survivors would just go AFK or throw themselves at the killer till they were dead. Ideally you want a survivor who have given up to just DC, that way survivors get a bot and the match can continue. That's pretty much the best outcome after someone has given up.
Post edited by Rizzo on0 -
People will still try to give up to avoid the DC penalty, only without giving up on hook, that'll require following the killer around and likely sandbagging team mates.
I'd rather some sort of scaling feature that grants remaining survivors some sort bonus if survivors are eliminated too quickly. Likewise for killer if gens are completed too quickly.
I've previously suggested dynamic repair speeds that change according to remaining gens/survivors. But another method could be something like basekit Deadlock for killers, and sone kind of basekit BNP-like mechanism for survivors. This would not only help out survivors whose teammates DOH, but also eleviate the impact of hard tunnelling.
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I don't see this happening because of all the collateral work this change would require. They'd have to redo the hook stage skill checks yet again, rework Deliverance, mess with all the stuff around luck, rework Slippery Meat again, redo several challenges, things like that.
Aren't there achievements/trophies that are also tied to self-unhooking? If so changing achievements on console is notoriously difficult as all hell.
The biggest one would be to rework the recently released self unhook mechanic for Face Camping that they just spent whatever months on.
I can't see them spending those resources to accommodate this change.
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I'd argue it reveals existing problems of game health rather than adding new ones. The vast majority of people log into the game because they WANT to play the game. If something is so bad in the match it actively makes them want to leave prematurely, that was the true problem to game health. I've often heard the line "I'm not responsible for anyone else's fun", and that can be used to justify 4 minute bleedouts, and hook kobe attempts equally. We all have a communal responsibility for each other's fun, or we risk the lack of a community to play with. If you act antisocial, expect antisocial acts done back upon you.
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That’s disingenuous and ignores the majority of hook suicides are early game and for completely stupid reasons. "I don’t like the map/offerings/killer/items/perks/add-ons/being found and downed first/etc.“ If someone only wants to play when everything goes their way, they are the problem.
Tunneling, camping, and slugging are unfun for most people to be on the receiving end of, but they’re still strategies and changing the incentive to do so requires big time-consuming changes to DBD. Games will always have unfun things for at least SOMEONE. Some people find losing unfun. Is that a problem? If they can’t handle that, they shouldn’t be playing.
Some people find playing against Trapper and randomly stepping into his traps and losing the chase unfun. And the correct answer to that is “So what? Get over it or don’t play survivor.” Other people love playing against Trapper. Same for anything else in the game.
And it still doesn’t excuse wanton quitting. If you hate something that match it’s literally unbearable to play against it, take a hiatus until it gets changed. Something needing a change doesn’t justify quitting for free as much as you want. That gets used for literally anything, not just that.
You shouldn’t try to make people angry or unhappy, but that is not 100% in your control. Some people hate any killer that chases them. Other people hate not being chased. No matter what you do, someone will find what you do unfun. People need to get over themselves.
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Personally figure there are things one could track that generally will indicate a suicide on hook player: -
- Points less than 3000
- Less than 3 mins in the game
- Time from first hook stage to sacrificed is less than a minute.
Of course all of these things can be explained by other means, but most standard forms of play will not see a player who is actually playing hit these often at all.
My method would be to track each of these events and keep a tally. If you get a certain unspecified number of them within so many games, give a 2 day ban. Hefty penalty for a hard to trigger condition.
Ofc I'm very much in the "don't join in the first place if you ain't gonna play" camp, so probably an overly harsh punishment. However I wouldn't lose any sleep at suicide on hook players getting a 2 day ban.
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I would say it is more of a build up of patience before the straw breaks the camels back. Bad match after bad match after bad match before the person finally decides 'no, I'm going next'. There is only so much negativity people can tolerate, and that is different person to person.
I am not excusing, I am explaining. In no way am I justifying negative actions in any regard, but I am explaining that prolonged exposure to 'toxicity', poisons others to become 'toxic' themselves. Some of the times people's patience bar is shortened from real life issues, sometimes it was the prior match, sometimes it was what happened in that specific match, but once that bar empties, it is likely they will snap. In this case, a snap being a DC/Kobe. When people have continuously complained about Blight not getting nerfed for just over 3 years, that is a build up and a potential snapping point.
I recommend Killer bans at a rate of 1 per 5 released. We are playing a ranked only gamemode, as MMR isn't optional, so we should have ranked features found in similar games. The Killer would get map or realm bans at the same rate. That would reduce the extremes of negative matches like Plague matches when you have a heal tome, or a Blight for the 7th match in a row. Similarly for Killer, that would prevent the extreme negatives of open maps as Stealth Killers, or closed maps as Ranged Killers. Yes, everyone dislikes different things, but this way, the people who dislike specific things aren't exposed to them at a high enough rate to speed along the breaking of the patience bar within the game alone. If you dislike more than 20% of the game, then maybe you shouldn't be playing this game. That's why I think 1/5th is a good number.
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