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Killer winstreaks

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Comments

  • Archol123
    Archol123 Member Posts: 4,634

    Starcraft is a semi good example considering there have been Seasons where Serral went like 120 : 2 ... And there is only a handfull of players in Europe (Serral, Clem, Reynor, Maxpax (maybe Showtime and Heromarine) that regularly win against Serral, Clem, Reynor or Maxpax... Out of those I think Clem and Serral are the most consistant ones. And even then he wins the vast majority of his games... The issue there is the same as in DBD, most ranked matches in starcraft those guys play are against people with way lower mmr than themselves, and they win the vast majority of them. And Starcraft has quite the big pro scene, especially compared to DBD, and if those guys go against way lower players many times a day, can you seriously expect matchmaking in DBD to be better? In starcraft at least most of the pros still ladder, whereas in DBD the comp players mostly scrim, which lowers the odds even more.

    And I would assume if they play pubs they don't play solo, because matchmaking gives them teammates way worse than themselves, so they would need to swf, and at that point they can just scrim or what not ... I don't even know if the top comp survivors in DBD even play pubs (unless they stream?)... So they not only would need to play pubs regularly as survivors, they would also need to win quite a lot to be at a certain mmr to be matched with killers that only win for 500+ games in a row... Unless they are themselves going for a streak I just don't think the odds favor that matchup. All the effort they would need to put into it just to get matched this high, because sure as hell you don't get that high mmr by soloq only.

  • Liruliniel
    Liruliniel Member Posts: 3,047
  • Archol123
    Archol123 Member Posts: 4,634

    Well if you think so? I would like the source though, because I assumed he did only dodge those he knows, because as far as I know he generally does not want to play against people he knows, outside of streaks as well..

  • xEa
    xEa Member Posts: 4,105
    edited December 2023

    What do people mean with ballance? There are many forms of ballancing and one cruicial form you brought on the table yourself. Ballance is when there is tension without being oppessive. And that is why Nurse is never ballance, in no regard, because almost no tension exists. Sure, against a mediocre or bad Nurse, it can be. Against a good one, holy moly of course not. I would even say that a god nurse is not even opressive anymore because she suprassed that stage. She is just... pointless.

    Does it feel good to outplay a good nurse? Yeah... Why do you think that is? Think about it.

    You always seem to draw conclusions from yourself to others. No, I am not having fun playing against the nurse. ^

    What does this paragraph actually say? Its a lil disjointed.

    "... but mark my words the "imbalance" is what makes DBD playable." "If we are leaning into the theme of the game and the excitement of playing survivor then that imbalance has to favour the killer somewhat, otherwise we have Scooby Doo not DBD."

    So, in 2019 we had then this Scooby Doo scenario, at least more Scooby as we have now, right? Somehow, nobody had a problem with that. And those numbers prove my point. And no, the game is not "stable", the game lost a good 3rd of the playerbase. I am not saying that this is only the reason (please quote me on that, since you are accusing me) why there were so many more players. BUT and thats the thing, you argue that if the game would be like that, it would be not playable. Time already has disproven the argument. It was very very much playable and had more people attracted to it. Unless we find out those numbers are all fake, there is nothing to discuss really.

    "Remember people arent really asking for balance they are asking for simplicity, which is bad"

    Where did anyone asked for simplicity? You got some source or is this your interpretation?

  • GeneralV
    GeneralV Member Posts: 11,293

    So, in 2019 we had then this Scooby Doo scenario, at least more Scooby as we have now, right? Somehow, nobody had a problem with that. And those numbers prove my point.

    Many people think 2019 DBD was the best there ever was. The game's peak, one might say.

    If you ask me, it was before that. But it is a valid opinion.

  • pseudechis
    pseudechis Member Posts: 3,904

    Yep and that is a very good counterpoint.

    One would hope that mechanics lead to, even for difficult scenarios, players still enjoying the experience rather than repeatedly being frustrated by it. I'm not unsympathetic to the fact that a player may get frustrated with the outcome.

    That's why "how much of a killer bias is adequate to maintain the theme while not undermining the game experience?" is a better question than "why isn't the game balanced?"

    In an asymmetric environment true balance is a bit of a pipe dream, so if the outcomes lurch from killer to survivor bias with each update which one is more appropriate for the setting? A killer bias is the more appropriate one given the horror theme and that's what we see from the game results.

    Is it too much of a killer bias? well people can debate that based on how much people find it fun vs frustrating. But you can't deny that the main draw for both sides to DBD is - survivors fleeing from big scary killer. If the killer is rendered not threatening in anyway and it comes down solely to who can game the mechanics better, then the game loses something.

    That something is a major drawcard for a lot of players and the basis upon which survivor play feels rewarding in the first place.

    For your example of camping and tunneling, overt reliance on these strategies is actually an artifact of what I'm talking about. The greater the so called "balance" the less value comes from initiating chases over just eliminating players. So killers game the mechanics to get the easiest outcome, while survivors do the same by just trying to smash out gens and run in the most generic of patterns ignoring all other aspects of the game.

    Remember when mind gaming played a major role in chase outcome, there was guesswork, random variance and some unpredictability. A lot of that is gone in the name of "balance" and we have a less fun more frustrating mechanical experience as a result.

  • woundcowboy
    woundcowboy Member Posts: 1,994

    In other games, the best players consistently win. If a character wins a tournament, it doesn’t mean that character needs a nerf. The cream will always rise to the top. This community’s problem is that there too many people who expect to win against those who are better than them.

  • xEa
    xEa Member Posts: 4,105
    edited December 2023

    No, Carlson can not reach 100 wins in a row, nor will ever be there a human in history to accomplish that. Even the strongest engine is not able to 100:0. Unless we let Calsen play vs bad players, then of course he would. But not against other strong players.

  • pseudechis
    pseudechis Member Posts: 3,904
    edited December 2023


    So basically even if you beat a good nurse you don't feel good about it. There is something kinda sad about that. I think you need to find another game it seems you draw little to no enjoyment from some of this game's best aspects.

    Numbers don't prove your point here don't misuse the word prove. Basically you not agreeing with my point of view doesn't invalidate my point of view. No matter how hard you want it to. You raised a valid point why are killer win streaks big compared to survivor win streaks and asked for opinion, I gave my opinion.

    The game's not balanced... its that simple. But as you yourself pointed out the game has never really been balanced.

    If you had to choose between the outcome biasing the killer vs biasing the survivor team which you you prefer? I'd prefer killer because it validates the theme and provides and exciting game experience for the survivor team. So killer win streaks being bigger than survivor win streaks, not a big problem in my book.

    I get the sense that your topic was more loaded than you let on... and its real goal wasn't about balance but more a "killer is OP" complaint wrapped up in a discussion about balance, could that be the case?

    As for your ill-fated steam chart rant...

    1/3rd of the player base you say...

    Long term overall numbers look pretty stable to me 35-42k at game start, spikes around 60, some inflated pandemic numbers around the 100k, currently oscillating around 50-60, ~10-20k+ more than game start. That just a very basic steam chart looking at total players online at a given time point.

    Post edited by EQWashu on
  • xEa
    xEa Member Posts: 4,105
    edited December 2023

    I dont know how you define a good nurse (probably not the same as i do), but good Nurse are basically unstopable in chase. I had the "plesure" to play against very good Nurses in 1v1, and no, you dont beat them. RNG is your best hope. So no, i dont feel a lot when i beat a good nurse, because that does not happen.

    Well, it counterproves that ballanced is bad for the playerbase. Because it was at its peak when the game was ballanced the most. At least on Pub.

    I dont choose either. I personally think that fairness is more important. If i would be forced to pick one side for the health of the game i would pick survivor, since they are way more players. But again, either side beein oppressive is bad for the game. Can remember the old threads, when killer were using this term all the time. Now its a bad thing when it is the way around. Interesting philosophy. Power role fantasy 4tw i guess.

    You are asuming again things with the intention of this thread. The answer to that is actually in the original post. Read the two questions.

    Post edited by EQWashu on
  • crogers271
    crogers271 Member Posts: 1,821

    I think 65 million is the total number of new accounts that have ever played the game.

    Talking about player count varies depending upon what you mean. It could be the peak number of players who play the game at a single time, but more likely it is the number of people who play the game at least once a month.

    I'd say it is way over a 100k. There's 31k people on steam playing the game right now as I post this, Steam is only one of the ways to play the game on the computer, you have multiple console versions which I think have more players overall (I'm not really sure what the preferred method of playing DbD is within Asia, which has a substantial player base).

    It also depends on whether you count mobile players as part of DbD or its own separate game.

    I see sites that estimate a million different people play DbD per day, that seems like a reasonable number to me.

  • Archol123
    Archol123 Member Posts: 4,634

    Where did you even get that number from my man? 65 million is massive, I don't think it is even close to that... Unless there have been 64 million bot accounts when the game was free on epic...

    Mobile is a completely different game, so no that does not count.

    There is no way this game has a million different players per day and matchmaking is this God awful... Dota 2 has like 6-7 different players a month, which is still massive and somehow the matchmaking works properly.

    I'd really like a source because otherwise this is just random number guessing.

  • adsads123123123123
    adsads123123123123 Member Posts: 1,132
    edited December 2023

    Yes. It's fine for a few reasons:

    • Killers are the whole team, so they have perfect coordination and 0 variation in skill and strategy. This can only be achieved by a skilled 4 man swf that has practiced a lot together
    • People who go on large streaks are literally the best of the best. Stats from 1 year ago showed that the top 5% of killers still had around the target 60% kill rate, so these streakers were likely the top 1%.
    • Lax matchmaking. When you put the best players against far less skilled players, the expected outcome is that they will win virtually every match. This occurs for other competitive games too. When high ranking players smurf, they win over 90% of their games, and these smurfs are significantly disadvantaged compared to DBD since they have to play on a team rather than a 1v4.
    • Finally, if a solo survivor could go on a 100 win streak, swfs would be completely unbalanced since killers would have no chance of winning when you put multiple of these 100 win streak survivors on the same team.
  • UnusedAccount
    UnusedAccount Member Posts: 130

    Actually, it doesn't count DC/Suicides/Given Up/AFK if people put them in. Everything is manual.

  • xEa
    xEa Member Posts: 4,105

    You mean reports?

    If that is the case, how would they deal with false reports?

  • crogers271
    crogers271 Member Posts: 1,821

    The 65 million - https://www.polygon.com/23978649/dead-by-daylight-player-count-2023

    Also, there's currently a bloodpoint code celebrating when they hit 60 million players from back in November.

    The article says more than 60 million, the original commenter either has more info than me or rounded up.

    From that article: the game had 12 million players by 2019, that's two years before it was free on Epic or ever on mobile.

    For current player counts you aren't going to find any data that says it absolutely, because outside Steam no platform releases their data. https://activeplayer.io/dead-by-daylight/ lists it at half a million to seven hundred thousand per day excluding mobile, I don't know their methodology, but the site tries to estimate lots of games.

    That number would make sense. Throughout the week the player count at any single time varies between 25k and 40k on just Steam. Those players are rotating over the course of day with many people logging in to just play one or two games.

    As an example using very rough math: let's say every player on Steam plays DbD for 8 hours straight and they have an average active player count of 35k over the day. That would still mean a 105k unique players from Steam alone. And very few people are playing this game 8 hours a day, or even 2 hours day, so the number is a good deal higher than that.

    Then you can factor in all of the other platforms. Even if you exclude the mobile count, lots of players on playstation, xbox, epic and switch.

  • Archol123
    Archol123 Member Posts: 4,634

    I mean they gifted the game away for free, so I would guess everyone basically owns it twice who has it on pc anyway, me included.

    It would however be nice to know how many of those accounts were basically for free... I guess they just count everyone in regardless of how long they have been inactive for, but even then, if consider this in comparison to the most sold games out there... This is just way too much, it would make it one of the most sold games ever if this is true.

    So basically they want to say that this game is basically dunno top 5-6 of best selling video games? When we go after raw numbers?

    I find that hardly believable...

    As for the estimates that would make the whole thing really sad, because with the game basically being this big there is no excuse for the slow changes to basically everything... I basically gave them an easier time thinking the game was rather niche and not as big as other titles, but hell no if this is true there is no excuse for that bad performance and slow changes to major issues.

    I don't know how steam counts players, but I basically assumed it to be total numbers and not as of this second?

    Even then, the unique player count is not really the thing we need to look at but the currently active ones, so we can say whether or not there should be enough players in the game.

  • crogers271
    crogers271 Member Posts: 1,821

    DbD has a few things going for it on sales numbers. It's always been a very cheap base game, is on a lot of platforms, world popularity, and has a 7 year run.

    Cheap: Many players have more than one copy, this isn't just Epic (though that's part of it), there are a fair number of players who've bought it on console/switch and PC. It's a relatively cheap game compared to many other popular games.

    7 Years: This separates it from a lot of games. Take the Witcher 3 from that list of games, it's highest concurrent player count ever was 100k (a little less than the highest ever count for DbD), but it only had two windows of popularity (release and the Netflix show). People who are getting into gaming now (i.e. kids) aren't really likely to pick up the Witcher 3, and a few years from now will be even less likely, but DbD keeps attracting new players because of its ongoing nature.

    World: Not many games have had as much international appeal as DbD. It's heavily played in North America, Europe, and Asia.

    So basically they want to say that this game is basically dunno top 5-6 of best selling video games? When we go after raw numbers?

    Player counts look comparable to Red Dead Redemption 2, both games are available on multiple platforms, and DbD has had a longer run, though given the differences in base price likely wildly different revenue returns.

    As for the estimates that would make the whole thing really sad, because with the game basically being this big there is no excuse for the slow changes to basically everything... I basically gave them an easier time thinking the game was rather niche and not as big as other titles, but hell no if this is true there is no excuse for that bad performance and slow changes to major issues.

    People do have this misconception about DbD as being a small time player. I got into DbD relatively late, about 18 months ago, and every other gamer I knew had already played DbD (quite a few only a couple of times and then never again).

    Even when talking with non-gamers its not unusual to run into people who have heard about the game.

    As for the pace of changes, that annoys me, especially the bugs. On the game change issue, I do from a financial standpoint understand their reason for slow rolling changes, given that they are currently doing amazingly well and it makes sense to not mess with that.

    It's also unknown how many people actually buy cosmetics, so estimating their revenue would be incredibly difficult.

    But there's a reason multiple other companies have tried to imitate DbD's model.

    I don't know how steam counts players, but I basically assumed it to be total numbers and not as of this second?

    I don't know if they track every second, but you can see how the player count changes in the game hour by hour.

  • Archol123
    Archol123 Member Posts: 4,634
    edited December 2023

    That is like saying we could make a better game but we don't want to because you won't stop playing it anyway... It is not even like some changes would diminish its popularity, like additional game modes or basic functionality, so it is either limitations of the engine or its design/code

    I mean the Witcher books are also fairly successfull so I guess they will eventually attract players to the game or even new games may be created.

    If DBD is basically that big the state of the game is quite embarassing... Imagine taking years for basic options and still missing some when you have a fairly big game that is out for that long and what not... I will never get how that is a thing. This game has options missing that games had in 2005...

    Post edited by EQWashu on
  • crogers271
    crogers271 Member Posts: 1,821

    If DBD is basically that big the state of the game is quite embarassing... Imagine taking years for basic options and still missing some when you have a fairly big game that is out for that long and what not... I will never get how that is a thing. This game has options missing that games had in 2005...

    So there are two ways to look at this:

    1: The charitable view - DbD has a diverse player base with lots of different interests. What might be an obvious improvement or change to you or I matters very little/would be disliked by others. BHVR thus needs to move very slowly with their changes to try and account for all of the different interests.

    Related to that, many us might underestimate the difficulty of coding for multiple platforms, which some other large multiplayer games (i.e. Dota) don't have to worry about. (also bad initial coding because the expectation was never that the game would turn into what it did).

    2: The less charitable view - The release schedule is intentional as a live service game. BHVR isn't looking to make an ideal game, but ever changing/evolving game. If they just "fixed" everything, many of us would probably play it for a few months and then move onto something different. But continually having changes every couple of months keeps the player base coming back.

    I mean the Witcher books are also fairly successfull so I guess they will eventually attract players to the game or even new games may be created.

    The Witcher is a good example of how DbD is different. Between 2007 and 2015 three games were released and combined have sold over 75 million copies (https://www.theverge.com/2023/5/29/23741471/the-witcher-cd-projekt-red-cdpr-gaming-franchises). So DbD has probably sold more copies then any single Witcher game over roughly as many years, but they've sold less overall copies (and they definitely have not made as much revenue off of the sales). It's why comparing live service games is difficult with traditional games because they have completely different release models.

  • pseudechis
    pseudechis Member Posts: 3,904

    I don't mean chases or mechanics specifically. I mean the concept of DBD is survivors try to escape from big scary monster. That is the game concept, the specifics of how they try to escape or how the killer chooses to kill them is not really the point.

    Higher concept than just simple examples of in game mechanics. Why do people play DBD? What draws them to it?

    Think bigger than the simple mechanics of a single specific gameplay or killer.

  • Firellius
    Firellius Member Posts: 4,387

    I mean the concept of DBD is survivors try to escape from big scary monster.

    That's the packaging, not the core. The underlying game is far more complicated and it shows in the way these gamestyles develop. Including, unsurprisingly, playstyles that very much avoid doing chases. The idea that people come to DBD just because it says on the tin that a killer chases survivors contradicts how the game is actually played and ignores the core gameplay of DBD to focus on the superficial presentation of it.

    It's like someone being given the choice between a red 1995 Fiat and a blue 2020 Porsche and then saying they only chose the Porsche because it was blue.

  • Firellius
    Firellius Member Posts: 4,387

    That is a complete oversimplification and hints at a lack of understanding the point being discussed.

    No, you are the one losing track of the point here.

    Your original argument is that enjoyment stems from tension, which you then subsequently argued stems from, specifically, the horror element. I pointed out that this is not true.

    But even if you were to disregard the litany of gameplay problems that prove time and again that people play to win, you'd still be incorrect. People do not play this game for the horror element. It may draw them to it, but the ones that stick are the ones that ultimately gel with the mechanical aspects, not the set dressing. They're attracted to either the party game nature of a custom game among friends, or the competitive nature of the game.

    Horror thrill is not one of the pillars of DBD. It's a marketing point, but not part of the actual gameplay, otherwise the gameplay would look dramatically different from how it looks right now. The closest thing we have to a true horror killer is the Dredge, and even he will be of much more interest mechanically than thematically, in the long run as novelty wears off.

  • pseudechis
    pseudechis Member Posts: 3,904

    I play it for the horror element and so do my SWF friends.

    I play it because I'm a fan of the horror films included in its content as I'm sure many players do.

    I'm sure there are players who are here only for the competitive PVP aspect regardless of the setting but do we have to cater for only them?

    Which is basically what you are saying here because people ONLY play for that reason according to your reply. People play to win within the setting and the setting is still important even if playing to win.

    If you think the horror theme isn't important to DBD then you have completely missed the point of DBD. If you don't like or appreciate the horror element... why not find a non-horror game to play? Rather than try and turn DBD into a mechanical non-horror experience.

    Fall guys is great - I play it because it's a laugh. I don't need them to change fall guys into a bloodbath with graphic depictions of violence and blood because I play it for the funny jelly bean fun. That's its theme and it important.

    MWO is big mechs bashing on each other, based in a sci fi world. The weapons, gameplay, maps and setting are all appropriate to the theme.

    Theme is incredibly important to games and stories not just as an advertisement.

  • Firellius
    Firellius Member Posts: 4,387

    I'm sure there are players who are here only for the competitive PVP aspect regardless of the setting but do we have to cater for only them?

    You lose nothing of the theme if the game is balanced better. Conversely, if you intentionally imbalance the game, you do fully alienate the competitive players.

    If you think the horror theme isn't important to DBD then you have completely missed the point of DBD. If you don't like or appreciate the horror element... why not find a non-horror game to play?

    In case you hadn't noticed: DBD has -no- competition. The closest thing is TCM, which does the horror element far better. So why aren't you moving there if you think the horror element is so important?

    Fall guys is great - I play it because it's a laugh. I don't need them to change fall guys into a bloodbath with graphic depictions of violence and blood because I play it for the funny jelly bean fun. That's its theme and it important.

    MWO is big mechs bashing on each other, based in a sci fi world. The weapons, gameplay, maps and setting are all appropriate to the theme.

    It's a rather phenomenal leap to assume that DBD becomes rainbows and lollipops over the game not being balanced in the killer's favour. It's also a leap to assume there's no way to make the theme work with a balanced game-set.

    All in all, it just sounds like more begging for killer buffs.

  • pseudechis
    pseudechis Member Posts: 3,904

    We don’t need to buff killer. There is a 60-40 split on game outcome that favours killer. Killer is in a sweet spot right now.

    If you think I’m saying buff killer then you missed the point again. Nice cheap shot but way off, try harder.

    You don’t have to alienate competitive players in order to keep to theme. That’s another just as weak a shot.

    DBD clearly has a healthy base of competitive players. A good chunk of the whining on these forums is about how people playing to win ruins other people’s fun. People are playing to win aka competitive.

    My point hasn’t changed. The killer bias in outcome isn’t a bad thing and suites the game well. I’d say thematically it’s pretty well balanced and the gameplay is generally good as a result. It’s thrilling to play survivor as a result and that’s fitting for gameplay and theme.

    I don’t need to play another horror game I like dbd.

    If balance means watering down the threat to survival and making the game more generically mechanical rather than thematically thrilling, then yeah people are trying to make it sunshine and lollipops in the name of balance.

    One of the silliest things I’ve ever read on these forums was someone saying. “They need to balance the game because currently they never feel safe as survivor”.

    You’re not supposed to feel safe as survivor that’s the point of survivor. I’m yet to see a discussion on balance that wasn’t just either dumbing it down to make it simpler or undermining the horror aspects.

    So I’ll give some ground and say we don’t NEED a killer bias, but the game is that much better for it.

  • Firellius
    Firellius Member Posts: 4,387

    We don’t need to buff killer. There is a 60-40 split on game outcome that favours killer. Killer is in a sweet spot right now.

    Well, let me reword it: It's more clamouring to keep the game unfairly balanced in favour of killers.

    You don’t have to alienate competitive players in order to keep to theme. That’s another just as weak a shot.

    Yes, you kind of do. If you make the game inherently imbalanced and push that constantly, it's going to remove competitive players. They're not going to play a game where their chance to win is arbitrarily kept low.

    I don’t need to play another horror game I like dbd.

    But if you're playing primarily for the horror element, you'd like TCM more, so why aren't you going there?

    If balance means watering down the threat to survival and making the game more generically mechanical rather than thematically thrilling, then yeah people are trying to make it sunshine and lollipops in the name of balance.

    That is, again, a huge leap. You have yet to prove you physically cannot have a good execution of the horror theme with a balanced game.

    I also feel it's important to point out that some of the biggest outliers in terms of winrate, which, by your logic, should have the best thematic results, are three killers that specifically kill all the tension by making players twiddle their thumbs. They're more apt at making survivors bore themselves to death.

    Nurse and Blight aren't much better, generally considered some of the most oppressive killers, and people don't like going up against them because it removes their agency.


    But you know, if you want to have this tension argument, let me hop on that: Remove aura reading for killers, and remove scratch marks. Stealth play is by far the best way to add tension in the game for survivors, so let's buff the crap out of it for thematic reasons.

  • DrDucky
    DrDucky Member Posts: 675

    I mean he basically was undefeated up until that scandal where some kid beat him and they thought for sure he cheated. Unless we are talking top of the top in every single one of his matches then he will win most of his games.

  • Firellius
    Firellius Member Posts: 4,387

    That would require DBD to have no matchmaking at all, though, and I don't think that's true.

  • xEa
    xEa Member Posts: 4,105

    Thats a bad example, since random people are at probably 800 elo, and in high MMR, there are no complete beginners but rather vetherans and other strong players.

    More acordingly would be if he would go against other GMs of various strenght. He would, as he does, draw many games and probably loose a handful.

    But in no way we would win all 100 wins without drawing or loosing. Not even against "bad" Grandmasters. The game is to ballanced for that.

  • pseudechis
    pseudechis Member Posts: 3,904

    What you call unfairly balanced I call appropriately balanced. Survivors beat killers if they work as a team, you talk like its impossible to beat a killer. Survivors have all the tools they need to beat a killer, but one on one they are in trouble because big scary monster. It works and it works well.

    Plenty of competitive players still play DBD and the player numbers are pretty stable so we aren't seeing this mass exodus of players due to "poor balance" people keep touting. I'd say DBD is at greater risk of alienating horror fans by making the game too tame than they are alienating PvP fans who want the horror to just be a veneer rather than a tangible threat.

    Again I enjoy DBD that's reason enough, I'll keep playing while I enjoy it and I'll enjoy it as long as the temper tantrum folk don't ruin the gameplay with terrible suggestions in the name of "balance".

    I never said you can't have good horror with balance just that I've never seen people make good suggestions with respect to the topic of balance for DBD. Because most balance suggestions are made by players who want this game to be played one way and one way only. They hate any kind of loss of agency or early elimination and their idea of balance is removing those aspects so they can remain in game longer which isn't "balance" at all.

    Balance in of itself isn't a bad thing, but often what people define as "balance" on this forum is. Because they want the balance to bypass or ignore the tangible core threats of the game.

    "Twiddle their thumbs" in there lies the problem. That loss of agency that you despise, that makes you twiddle your thumbs... that's the threat you are trying to avoid as survivor. There are two primary threats in DBD as survivor loss of agency and elimination.

    If you remove loss of agency the only threat is elimination which means you are safe until last hook. Basically gutting all threat from the primary mechanic of fleeing from chases until elimination. That doesn't sound "balanced" to me, but most "balance" suggestions made for DBD often revolve around removing the primary threats to survivor till essentially game end.

    There is another thread right now with suggestions about fixing "tunneling" by making survivors immune to being hooked or hit till another player is downed. Just bad suggestions that remove tangible threat in the name of balance.

    So yeah I comment when I see bad suggestions to water down the tangible threat that makes playing DBD interesting.

  • xEa
    xEa Member Posts: 4,105

    Its debateable if it is appropriate that killers can win thousends of games in a row, while solo survivors dream of a 50 escape streak. All you write is "i am a big scary monster, so the ballance is secondary priority".

    And sure, survivors have the tools to win, but clearly not as much as killer. And when we look at the winstreaks, it becomes even more apparent which side the better tools has, especially when one side is willing to poop on fair play.

  • Rulebreaker
    Rulebreaker Member Posts: 2,029

    We do want to point that yes survivors do have just as many tools as the killer, but there being 4 survivors, they need to be watered down so that its equal to or better than the killer's only when working together.

    Explain what "fair play" is please.

  • xEa
    xEa Member Posts: 4,105

    With Fair play i ment playing in a friendly way. Like you would play with 4 of your friends. So fair play = no proxccamp and then hard tunnel off the hook.

    Sure, when survivor work perfectly together, they can perform miracle plays. So did the best survivor team in the world with their insane 200 (3 man+) escapes.

    Wanna talk about the 1600 on Blight or 800 (ongoing) 4Ks no addons aswell? And those win streaks are 4Ks, not 3 escapes. The best coordination did not help survivors to reach a winstream that would come even close to win streaks from killers.

  • Rulebreaker
    Rulebreaker Member Posts: 2,029

    Thats friendly, not fair. While it would be nice if people had some empathy for the opponents, everything bar what the devs explicitly disallow (ex: cheating) is fair play.

    Sure we can chat. Tell us, who needs to actually coordinate and rely on others to achieve their objective? Its defiantly not the killer thats for damn sure. Lets put it this way, the killer is the one whos alone, but stronger than each individual survivor. If the killer really wants to, they can focus down a single survivor and all that survivor can do is run and pray that their team will finish the gens and open a door for them. They rely on their skills and abit of RNG for map, nothing else. For that individual to survive that they need to both be much better than the killer and have a team be efficient as a machine. For a survivor win streak of 3+ escapes (This is more a SWF win streak btw) each and every survivor must meet that minimum. We want you to look at specifically which is harder.

    Now a thought probably entered peoples heads about "The best players should be matched with each other". First: what if said killer is still better than the best survivors? Second: Matchmaking prioritizes both accuracy and speed, meaning theres not going to be exact matches where the best face off with the best because the matchmaking doesn't want people waiting hours (cant blame them on that personally). Unless they're coordinating matches together (with would make it less of a normal match but thats us nit picking) its not gona happen often. And we'd like to point again, because we're stubbern like that, that just because it has not been done yet does not make it impossible.

  • pseudechis
    pseudechis Member Posts: 3,904
    edited December 2023

    No, I already said the 1% aren't good representatives of balance and for the average game teamwork can and often does beat killers, the disparity of win/loss ratios comparing SWF to solo is evidence of that.

    No, killer NERfs where appropriate can be just as good for the game as survivor nerfs, nothing I have said implies otherwise. Just because I am willing to tolerate a killer bias in outcome on the basis that its thematically appropriate does not mean I think killers/survivors need nerfs or buffs.

    So no... see previous answer. But you assume what you like if it helps you rationalize your point.

    Trying to avoid the negative aspects of gameplay i.e. non-participation and elimination, is the core of the game as they are the very threats you are fleeing from. Why try to escape at all without them, just to farm BP's and Pips?

    If you find those threats frustrating then maybe you are playing the wrong game, as they are part of the survivor role. Attempts to create mechanics to attenuate or remove them as tangible threats is what I'm here to challenge. Because I appreciate that they are tangible threats. It makes DBD a visceral and high stakes game experience and emulates horror slasher flicks well... two positive game elements.

    Lastly, nope the argument is as its always been, if they are trying to emulate a horror survival setting, i.e group of survivors flee big scary monster, you'd expect a killer bias in outcome and that's what we see. My point is this isn't necessarily a bad thing over all.

    I don't see how the "your argument is backwards" really makes any sense as the concept is very straight forward.

    1. The goal as survivor is to escape from the monster
    2. For that experience to be exciting the monster needs to represent a tangible threat
    3. We see that tangible threat demonstrated in a killer bias in outcome
    4. Ergo the killer bias in outcome is acceptable in this scenario
    5. The real question is how much of a killer bias is too much?

    You may disagree with it that's fine, but its right there and hasn't changed. It answers the killer win streaks why?.. discuss... which is the topic.

    If the best you can muster is well "I don't like it, it frustrates me" as a counter point which is basically the whole premise of the counter points here... Well then... tough, I hope you learn to like it or find a game you do like. I also hope they never change it because visceral game experience its one of the best aspects of DBD.

  • pseudechis
    pseudechis Member Posts: 3,904

    But if you are only looking at the top % of win streaks its cherry picking the most convenient piece of data to make the most convenient of points.

    That is a very weak way to make a point.

    So to sum up again as simply as possible.. we see a killer bias in general game outcome and that's not necessarily a bad thing given what the game is based upon.

  • xEa
    xEa Member Posts: 4,105

    We are comparing the top % winstreaks on both sides. We are not cherry picking,because we compare. If i can use this as an arugment that killers are the "power role", sure it can, but only in combinition with all the other data we have. And every information we have is pointing in the same direction, anless you have an ace in the hole we dont know yet.

    We know for a fact, that survivors can not pull that off, but killers can. Would it change your opinion if we presentate hundreds of killer winstreaks above the 200 win streak on survivor? Because they exist.

    I know your argument about why its fine that killers should have the advantage tho. I think there is no way anybody can convince you since it is your opinion on the game, and it is true, nobody unless a really strong argument comes up will convince me, that fairness is more important than the horror aspect.

    It has already been said a few times: Tension has nothing to do with more powerful killers. You think it has, because you believe in that, i think it does not because the game was at its peak of its player base when the game was ballanced the most. Of course you will say "but that has nothing to do with the playerbase" - and completly forgeting that it was you making an arugment that fairness would ruin the game. We had that already. We had fairness. Was the game ruined? No, it was at its peak!

    The problem is that a debate is hard at this point, at least for me. Its facts and numbers vs feelings. And since i believe in facts and numbers more then in feelings, we can only agree to disagree. Which is completly fine, every opinion counts no matter if we are on the same boat this time or not.

  • Firellius
    Firellius Member Posts: 4,387

    No, I already said the 1% aren't good representatives of balance and for the average game teamwork can and often does beat killers, the disparity of win/loss ratios comparing SWF to solo is evidence of that.

    We don't actually know that though, since we don't know the extent of the disparity, nor do we know what the ultimate winrate of swiffers actually is.

    Trying to avoid the negative aspects of gameplay i.e. non-participation and elimination, is the core of the game as they are the very threats you are fleeing from.

    Except the game itself was never built for tunnelling, camping or slugging. There's peripheral design elements that indicate that. What you are talking about as being some core of the game is actually emergent gameplay, bordering on an exploit. It has never been a core.

    If you find those threats frustrating then maybe you are playing the wrong game

    Considering the developers have taken steps to try and mitigate it, maybe you are the one playing the wrong game.

    Because I appreciate that they are tangible threats.

    A 'tangible threat', in and of itself, is not 'good' by default. If we released a killer that could simply press a button at the start of the game to immediately execute a survivor, that'd be a 'tangible threat'. It'd also be absolutely terrible for the game. It being a 'tangible threat' is not a justification for its existence.

    It makes DBD a visceral and high stakes game experience

    Except it doesn't. Camping most of all, is one of the most boring and tedious ways to play. Tunnelling is not much better. Neither is slugging. All of these are 'tangible threats', and also a really good reason to walk away from the game, since there's no agency for the player and thus their participation is not required. (Disconnects/suicide on hook, anyone?)

    I don't see how the "your argument is backwards" really makes any sense as the concept is very straight forward.

    Except you already changed your argument. Your initial claim was that it's all about tension, except it's evidently not, because you're willing to defend mechanisms that deplete tension and replace it with frustration or boredom. And so you move to a new term in 'tangible threat', which, as demonstrated, is not necessarily a good thing.

    It feels like you started with a conclusion (Killers should be overpowered) and then worked backwards to try and find argumentation.

    "I don't like it, it frustrates me"

    This is not a personal thing, this is something that kills tension for a very large contingent of players. It's been an eyesore for years. I know your argument is that 'it heightens the stakes of a chase', but the problem with camping and tunnelling in particular is that 3 out of the 4 survivors don't get a chase. And the fourth only gets one.

    This is why your argument about 'tension' doesn't really hold up. If you want to use that to try and defend those playstyles, you're letting go of your core concept.

  • pseudechis
    pseudechis Member Posts: 3,904

    That's why I pose the question that keeps getting ignored... how much of a killer bias is too much?

    Given the mechanics and the nature of survivor teams vs solo killers, a killer bias is almost inevitable unless you really undermine some of the game's stronger points.

    "We know for a fact, that survivors can not pull that off, but killers can." We don't know that because survivor teams have posted win streaks. You claim a respect for data and numbers but grossly misuse them and state it as established fact, which is the complete opposite of a respect for data and numbers. (I appreciate good irony though).

    The trend or assumed trend, while matching the concept you are proposing (i.e a killer bias exists), is not equivalent to the extreme you are using to make the point, that's the misuse of data here. You aren't really making a good comparison.

    Because it fails to ask how much of that extreme drives the trend? Is it enough as to undermine it's validity as a general concept and not just an extreme one. This is why outliers matter in data with respect to trends. We can't make general conclusions based on results driven by extremes, that's a data interpretation no no. (did you really want to talk data manipulation or was it just a smoke screen?).

    Furthermore what data? You have a win streak video and a general assumption/opinion you claim as fact. The only data that's been shared was that steam chart in which the numbers also didn't match your assumptions. That respect for data is getting weaker by the minute. (I'm imagining a comedy scenario where a CEO is making a news report about how much the company gives to charity, while in the background his company is bulldozing an orphanage that kind of comedic irony).

    Back to the concept of outcome trends though. A trend in killer bias not only an anticipated one, but in my opinion an acceptable one given what the game is about. At what point it becomes unacceptable is where we find real thematic balance. I think DBD has hit a sweet spot with the 60-40 outcome ratio that tends to be hinted at. (how much of that is based on accurate numbers is up for debate).

    At no point have my feelings been challenged, good discussion/dialogue attacks and defends and this has been an interesting discussion. We don't have to agree for it to be interesting discussion, in fact most interesting discussion is born of disagreement.

    The point here with respect to "balance" is to challenge the concept that a balanced game of DBD has a 50/50 outcome as the accepted norm and that a killer bias is a bad thing. I would postulate that its been thoroughly challenged and the counter points don't stack up well enough to fully undermine that challenge.

  • Alice_pbg
    Alice_pbg Member Posts: 6,556

    but are you sure "gms" only face "gms" on dbd matchmaking?


    that is an important point. because I do not think so. don't think it's possible based on player numbers alone.


    to examplify

    imagine if magnus went to a 1900-2100ish elo championship. 1000 players. where he would play 100 matches against random opponents in that championship (no swiss pairing).

    in those circunstances, would you find it weird if he got a, say, 50 win streak? (if we assume he actually tried to win every game)


    now let's assume the top 50 chess players are there aswell. but because the pairing is not swiss, since it assumes everyone is around the same level, magnus only has a 5% of facing any of them in each match.

    and if he eventually face one of the gms, he is fully capable of actually winning the game and keeping the streak.


    so even with actually quite the sizeable gm count, still entirely possible and even likely he can get the streak.


    those don't happen in chess because the elo system actually works there.



    TL DR: The type of team that is required to beat the killer is too small of a percentage of the total players that can be paired with said killer. so they can keep the streak going a lot and only really need to have their game on a few times, which they are very capable of having.

  • robrob909
    robrob909 Member Posts: 79

    All i get from these winstreaks are good players with thousands of hours win a lot. Almost never are they without tunneling,camping,op perks on both sides. Slowdowns on killer/second chance items or tanking hits builds on survivor. Like its been mentioned a lot of the time the other players or player gives up. Plenty of killers have gone on streaks, plenty of survivors go on escape streaks. Yet its always a conclusion one side is stronger the other.