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has BHVR just completely given up on solo queue? The last AMA made it sound like they have...

Was seriously surprised by the response by the devs in that AMA.

When BHVR announced the status icons in the twitch event they mentioned it would be one of many future changes to improve the solo queue experience.

The community managers here were insanely excited to announce the status icons too and said it was a thing they had been looking forward to the most.


Now flash forward to this AMA....and it was almost borderline insulting how vicariously all the community managers and devs just brushed off the questions like it wasn't even something they were interested in discussing. Even when they were confronted with facts by some of thier most knowledgeable community members, they doubled down and brushed it off again.



Been really holding out since that last twitch announcement when they promised additional changes were coming. Guess solo queue should just go find a new game to play since it doesn't look like BHVR has any interest at all in improving the experience.

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Comments

  • sharpef3rn
    sharpef3rn Member Posts: 111

    I mean this is kinda what they said. You can only do so much with solo queue. The biggest issue is you're not super incentivized to work as a team. SWF will take hits for each other, will trade for each other, will bring teamwork perks like we'll make it or botany because they want their friends to live too. but you get a lot less of this with solo, you do get some but a lot less. Which brings the question what motivates solo queue? How can we get survivors to instead of thinking of their own survival think of themselves as a team? You could say bloodpoints but thats a very limited motivator especially at high ranks. Because info doesnt seem to be much of an issue anymore. You know what people are doing because of the HUD. So here are a few things I can think of to might improve it but also might not.

    1) Show the builds in the loading screen or after the load. I get why they are hesitant showing perks. People will dodge lobbies if there is a no mither or if the perks dont line up with what they think they should. They don't want to make queue times worse and adding reasons for people to dodge would be included.

    2) In the end screen let killers see who were together. This is a double edged sword but one of the big issues with solo queue is perception and killers tend to perpetuate this by complaining about SWFs. I think that if killers saw who was SWF and who was Solo after the game it would tune down this rhetoric IF its closer than it seems, which I honestly think it is.

    3) Use bloodpoints and emblems to incentivize staying alive. If "unsafe" unhooks hurt your emblems and BP so should failed attempts to pull, with the exception being if there is only 1 or less non dead/hooked/dying survivors (still allowing to die for hatch). In addition the time you are recovering/find help, being carried and are on hook should all count towards something. Are you being idle? Yes. Are you still contributing to the team? YES. You are distracting the killer buying time for the "team".

    4) Make a bloodpoint category for Teamwork, not the same as altruism. But this can have additional carryover from other categories, like altruism boldness and objectives. So if you are maxed on altruism and you heal someone, bam it goes into there. If youre gen jocky and have maxed out objectives and pop another gen it goes there too. Other passive actions can work with this as well. If you are in the killers terror radius, being chased, hooked, carried or recovering/find help you get points based on the gens that get completed during this time. The number of other survivors who escape would also go into this category and could continue to calculate as long as you are in the lobby. The counter-side for killer can be Honorable. Getting points for essentially not slugging, camping, or tunnelling. Points for picking up quickly after a down, for being outside the hook area for hooking a different survivor after the first.

    5) Create an honor system similar to league where you can honor one of your teammates or the killer. This one tho is really tricky because you would need to do less honor from SWF (essentially next to none) and I am not sure killers would get honor. A lot of people get upset when they die and blame the killer. In addition killers might give honor for the wrong reason, ie helping the killer. This one is tough because its a 1v4 as opposed to an even match.

    But again each of these has concerns. The first two might accidentally create a further divide in the player base and the last three could be completely ineffective. So the question would be is the time to put into this worth the potential payout. Because they still need to work on bugs, get new content, analyze whats working and what needs tweaks. The HUD change was a HUGE bridge between Solo and SWF. But I am unsure if any of these or other suggestions I have heard would do more for it.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,782

    Ragequitters and lone wolf survivors are the biggest solo q problems in the game. Giving solo q more information isn't going to help with that. In fact, giving solo q more information, might make the lone wolf survivor problem even worse. For example, if you give survivors the ability to see other survivor perks in the lobby, then lone wolf survivors can lobby shop until they are the only one with a lone wolf perk build, and therefore will have a higher chance of being the last survivor in the match.

  • sharpef3rn
    sharpef3rn Member Posts: 111

    Dude its an asymmetrical game. Its going to appear unbalanced to a lot of people because it has to be balanced as a whole across the player base. This is the reason there aren't a ton that gain traction.

  • sharpef3rn
    sharpef3rn Member Posts: 111

    I in theory like it as well, BUT selection bias is a thing. If a killer has 3 games where they get stomped and 2 are solo sets and 1 is a 4-man SWF they might still see that as a "how am I supposed to beat this" type of game. Post it in an echochamber where everyone is seeing all these horrid 4-mans. I think that is the hesitance.

  • sharpef3rn
    sharpef3rn Member Posts: 111

    Having played solo queue, swf, and killer, I agree with them. What information are the solo queues lacking that they dont have access to? They know who's being chased, whos working on what and how far along they are. The only information they can logically provide is the perk loadouts for survivors, which the concerns of lobby picking/queue times have been mentioned. In addition I don't think this would help out solo queue all that much. In addition there are a ton of perks that are underutilized that help solo queue, and SWFs, a ton with coordination. Empathy, COH, KIndred, Bond, and Troubleshooter all are good perks that people don't run. I don't think the bridge is as crazy as people make it out to be but what it often times will come down to is people not risking themselves for others/the "team". Its rare to find someone to take a hit for you let alone a down because they might get killed because of it. They don't trust you and therefore aren't behaving with the same altruism as friends who literally die for each other in several games.

  • Foempticol
    Foempticol Member Posts: 232

    You guys should at least put in the effort to make Kindred basekit (no killer aura) and expand the survivor HUD to show totem cleansing/blessing, opening exit gates, unlocking chests and healing progress

  • sharpef3rn
    sharpef3rn Member Posts: 111

    So I would be fine with the totem, gate, chest and healing progress. But why not just run kindred. Like its a great perk. This is the same as killers arguing for a basekit corrupt. Except that when killers start running blind add ons and perks people are gonna be even less prepared. Like if you want the kindred info run kindred but its def not necessary to do safe saves as a solo survivor

  • edgarpoop
    edgarpoop Member Posts: 8,360

    A solo team can win, but matchmaking has to be perfect. I've been on solo teams that have my experience level (4500+ hrs), and we've 4 outed Blights and Nurses with those builds. It's possible, but it's rare.

    But it's essentially impossible if matchmaking puts even one player in that lobby who might be just at the soft cap but only has 800 hrs or so while the Blight/Nurse/whatever has 2k+ hrs. If that player gets found before 3 gens are completed, it's over.

  • Ryuhi
    Ryuhi Member Posts: 3,817

    This is really what it comes down to. Like what is a Trapper supposed to do when they load in against a 4 man swf with coordinated builds and clock callouts? You just afk in basement and there's no way you're winning those games. You shouldn't need to be Nurse or Blight running four slowdown perks to have a chance.

    In all seriousness, its almost like both sides have to bring their best or they will open themselves up to get stomped, and too much of the game is decided within the first few minutes. People sweat out of the gate on both sides because they can't afford not to, solo survivors and casual killers end up being collateral damage.

  • LordGlint
    LordGlint Member Posts: 8,501

    For number 1, it's kind of odd that this is something DBD mobile has already done. It's a gut punch when you cross the map not knowing the teammate who got slugged doesn't need your help due to unbreakable. I had a game earlier this month where I ran into the basement to do a hook trades, only to learn too late I wasn't needed because it was a deliverance play.

  • Nazzzak
    Nazzzak Member Posts: 5,605

    "They don't want the game to go in a more competitive direction, so matchmaking remains loose if it's left to its own devices i.e. not SWF. It's not a lack of teamwork that kills solo teams in my experience. It's one or two players being *significantly* worse than their teammates, leading to thrown matches."

    I'm glad it's not just me that noticed this. I feel like solo queue matchmaking is generally two survivors equal to or slightly more skilled than the killer, and two survivors less skilled than the killer. Provided no dodging has taken place to muddle that up. If the killer finds one of the former two, they just have to hope that the latter two are actually being productive. Usually they aren't lol

  • Devil_hit11
    Devil_hit11 Member Posts: 8,743


    This is really what it comes down to. Like what is a Trapper supposed to do when they load in against a 4 man swf with coordinated builds and clock callouts?

    From their answer, they believe that soloq UI provided is == to 4 man SWF with clock-outs. The reason that soloq according mod/dev is not doing as well as SWF is because they're not using information correctly. The UI is apparently equal so why would they further go to bridge soloq information gap if they believe it is already equal? right?

    From personal opinion, the dev seem to think that soloq being disorganized is good and that many many gameplay error's is normal. UI is half a tool, half a guessing game. Playing SWF is not a guessing game. It is strong clean-tool that provides significant advantage in the game.

    part of their argument is that soloq escapes less because of lack skills to use UI effectively. they're just not good at the game. that is maybe true for beginner/intermediate mmr players but i do not think that survivor like past 3000 hour mark do not know how to play the game. the survivor with lots of experience generally know how to play the game. strong soloq teams do exist, but it is harder to be strong soloq team then it is for SWF to be strong.

  • edgarpoop
    edgarpoop Member Posts: 8,360

    The weak-link matchmaking algorithm probably works really well if they're using it as a balancing mechanism to produce their desired global kill rates. But it leads to contrived outcomes. They often feel like they came down to which survivor was found first. I get that they don't want half the killer roster to be streamrolled in higher MMR lobbies, but it's also not fair to turn a balance problem into a player problem for the players in those lobbies. A huge part of what makes this game great are the moments when trials could go either way, and it just doesn't feel organic when one survivor consistently sticks out like a sore thumb and games hinge on whether the killer wants to mercilessly farm them or not.

  • appleas
    appleas Member Posts: 1,126
    edited December 2023

    Devs have the numbers, they can answer the questions and make changes if they see fit.

    We know devs want a 60% Kill rate. We know that solo queue experience and escape rate is worse than swf.

    If the solo queue escape rate is so low that swf escape rate isn’t enough to bring it up to desirable levels, devs will add changes (More UI additions, basekit Kindred etc). If the devs don’t see any urgency to do so, it implies that they are satisfied with the Kill rate, thus adding more buffs to Solo Queue may see the Kill rate drop below their desired rate and they would have to buff Killer again to compensate which leads to more work overall.

    I get why devs want to avoid stating this, but in order for the triangle of Swf, Killer and Solo Queue to be maintained, Solo Queue needs to have a lower escape rate which means devs need to be very careful of how much they bridge the gap between Swf and Solo Queue.

  • xCALLxMExJJx
    xCALLxMExJJx Member Posts: 13
    edited December 2023

    Solo que sucks because you play with the worst players ever the bots are wayyy better than most anyone I come across nowadays as a survivor. I'm so glad they added a icon to show you what your teammates are doing. Match starts and first thing I do is find a gen and as an experienced player I'll say. There's no worse feeling than being the only one on a gen while your teammates are getting hit twice within 20 seconds. Makes you not wanna play when you know you're the only one trying to escape. Games in terrible shape man😒 I used to run medic every match. Now I run 2 chase perks a self heal and hatch locater🤷‍♂️. I haven't run empathy in over 6 months. And I used to run it every match. Devs could simply fix this by changing the David King perk (we're gonna live forever) back to its old form. If you pay people more for saving people at least my teammates will save each other while i boot up gens or at least I'll get paid good for suffering bad losses because of low IQ panicky subpar players which is basically everyone. Tsk tsk tsk

  • MikaelaWantsYourBoon
    MikaelaWantsYourBoon Member Posts: 6,564

    Not really.

    UI was good start but that's all we got.

    We still don't know what perks our teammates have. So this could help for some play styles.

    When killer forces your teammate to leave gen, you don't know what gen they were working on it. Unless you bring perk for it. But guess what? SWF teams can share this info for free with each other.

    I am not even talking about terrible matchmaking. Like game is sure i am good enough to handle 12k Hours Blight player and giving me +500 hours teammates. It makes so much sense indeed.

    You guys are almost giving nothing to solo players but then believing it's player's fault when they are not effective as SWF teams. I just disagree with your Design Leader, i really hope he and team takes this feedback. Because looks like most of people just disliked his answer.

  • Seraphor
    Seraphor Member Posts: 9,384

    Unbalanced yes, unplayable no.

    I play a load of solo survivor and it's mostly the same as my swf experience.

    The reason it's unbalanced is mostly due to player behaviours.

    But, that doesn't mean there's nothing BHVR can do. Yes they can only do so much, and perhaps that won't have as great an effect as a change in player attitude, but that's not a reason not to do that bit that is within your control!

  • Seraphor
    Seraphor Member Posts: 9,384

    It's not a lack of teamwork that kills solo teams in my experience. It's one or two players being *significantly* worse than their teammates, leading to thrown matches.

    This is often exactly the same thing.

    You don't see MMR, you can't claim that another player is objectively worse or that it's a matchmaking issue. Other survivors can be at exactly the same MMR as you, or higher, and still throw the game. Anyone can screw up regardless of skill level, and a lack of coordination and teamwork is what leads to most screw ups.

    Anyone who plays a significant amount of solo survivor knows that your real opponents are often other survivors.

  • tjt85
    tjt85 Member Posts: 933

    I think BHVR were trying to say that there are certain things that Solo players tend to do more often that they simply cannot offer a design solution for.

    Last night, I played against a team that let a Steve, their very best looper, die on his first hook. I wasn't proxy camping at all and they had plenty of time to go rescue him. You'd think after he hit second someone would come get him but they just... didn't. So it was an easy win for me.

    Honestly, what are the devs meant to do about Solo Q situations like that? What are the devs meant to do when Survivors refuse to touch a gen 5 minutes into a trial? It should hardly be surprising to anyone that SWFs are generally more dedicated to a win for the team when you get a random mix of Solo Q players loading into a trial to do... who knows what at this point?

    I feel like a lot of players are naive to think adding base kit kindred or something else is likely to fix Solo Q. The problem is the players themselves a lot of the time. Many of them are not using the tools the game has already given them to make smarter plays.

  • ReikoMori
    ReikoMori Member Posts: 3,333
    edited December 2023

    This is the exact issue though.

    The game wasn't designed to handle that level of constant real time information generation and passing in real time that SWFs have freely. Under normal circumstances to have that there is supposed to be a trade off of at least one perk slot because you aren't supposed to just have a ton of information without being worse off at another aspect.

    Nothing the devs can give survivors is going to fill that kind of gap. HUD changes plus perk changes are literally the best they have to offer without just giving you in-game voice comms and as much as it sucks to be told that the problem isn't a lack of tools but lack of player skill it's true. The vast majority of players in this game aren't actually particularly good and aren't actually even aware of how much information is available to them. New and low level players do not understand the HUD most of the time and higher level players actively ignore it until something bad happens.

    Pair that with the fact that players in solo Q often treat the game as 1v1v1v1v1 rather than a 4v1 and you have an experience that is going to be overall less enjoyable than playing with your actual friends or at least a coordinated team. So yes, at this point it is the players' fault because no amount of mechanical intervention is going to make up for having weak players, selfish players, inattentive players, or people refusing to use the tools they have access to over something else they are already using. Like folks constantly ask for versions of Kindred to be basekit, but absolutely despise even considering that they should just run the perk. Even when perks are changed to directly address fundamental game flaws like the buff to Deja Vu people actively refuse to use it when it can help them in the short term. You can't out design reckless player choice.

  • tjt85
    tjt85 Member Posts: 933

    I wish more Survivors would run aura perks besides Windows of Opportunity, to be honest. It's a great chase perk, but it does nothing to advance the objectives or enhance team play. I feel like almost all Solo Q players would benefit from running at least one aura perk that isn't WoO and I often wonder why so many of them don't.

    Players might say they want more info to bridge the SWF/Solo gap, but then they don't equip any of the Survivor info perks.

    ¯\_(ツ)_/¯

  • CountOfTheFog
    CountOfTheFog Member Posts: 2,330

    No. Kindred needs to include killer aura or it is pointless. I'll take basekit Kindred as it is now and bhvr can take away the ant face camp feature that is worthless.

  • Hexling
    Hexling Member Posts: 657

    This is the problem and I'm part of the problem. I don't play solo q for wins I play to meme and to get content I just flashlight save or loop I will never do a gen in solo q because that's not my goal. If I'm playing with a swf I'm usually playing to win and practice good coms. So the sooner they add a ranked mode the faster they fix solo q.

  • plattenpanzer
    plattenpanzer Member Posts: 69
    edited December 2023

    This is the reason why any new or old asymmetrical games are discontinued. BHVR has no competition in their genre. I mean look at Meet Your Maker for example and tell me why exactly that failed? Oh because Mario Maker is billions times better than MYM game.

    Thus they have no reason to improve their game. They don't need to.

  • Paternalpark
    Paternalpark Member Posts: 663

    Who Plays soloq these days??

  • Seraphor
    Seraphor Member Posts: 9,384

    My favourite soloq perks are Deja Vu and Better Together. Honorary mention to Kindred as I used to run that instead, but Better Together gets me more co-op points and has a similar effect.

  • CountOfTheFog
    CountOfTheFog Member Posts: 2,330

    If it doesn't stay the way it is, I personally don't want it basekit. Survivors should know if you're being camped so they can rush the gens.

  • CountOfTheFog
    CountOfTheFog Member Posts: 2,330

    Yeah, so you know how borrowed time went basekit but we still have the borrowed time perk?

    What would you suggest the Kindred perk do if basekit Kindred was implemented the way you suggested?

  • CountOfTheFog
    CountOfTheFog Member Posts: 2,330

    How about the perk is basekit as it is but only activates upon hooking for 7 seconds, then goes dark.

    If the Killer enters the 16 meter radius, the perk activates again for another 10 seconds, increasing by 3 seconds until the Survivor is rescued or sacrificed?

    Just brainstorming, what do you think?

  • brewingtea
    brewingtea Member Posts: 257
    edited December 2023

    From the geniuses that brought you "If you died, did you REALLY play skillfully?" comes their latest bon mot:

    Information doesn't help teams win

  • CountOfTheFog
    CountOfTheFog Member Posts: 2,330

    That would be nice but the devs have said that the bubble is intentional.

    I don't know the reason, but my guess is so that the killer can stand still for 2 seconds to activate Insidious if they have it.

    Of course, the bubble has been there since before the anti face camp mechanic was introduced.

  • woundcowboy
    woundcowboy Member Posts: 1,994

    It’s a team based game. Shouldn’t you all lose if the team fails?

  • Devil_hit11
    Devil_hit11 Member Posts: 8,743

    you realize that telling the player to use kindred is forcing the player to always play with 3 perk slots. perks are suppose to be optional bonuses. not mandatory choices where not using a perk makes you automatically lose. That is hardly reckless player choice. Saying the game is not designed around constant real time information means that SWF should have -3 perk slots as drawback. dbd is meant to be played as team-game on survivor side but soloq is playing the game as free for all survival.

  • Ayodam
    Ayodam Member Posts: 3,085

    Yes the bubble exists so that survivors cannot see where the killer might be going after hooking another survivor. It’s by design, is free, and advantageous. But the hook bubble wasn’t always a feature and people initially believed it was a glitch because when it showed up, the devs didn’t say anything about it. They clarified their stance on it within the last 1-2 years IIRC and that is when they said it is an intended feature. It does nerf kindred. Anyway using the hud isn’t a substitute for kindred proper and a basekit kindred that doesn’t show killer aura cannot be used with hud to know if the killer is camping.

  • Ayodam
    Ayodam Member Posts: 3,085

    Using Kindred isn’t a bad thing (I like it too) and honestly? more survivors should run it. That perk and the HUD basically provides the most valuable information a SWF group has. I don’t think kindred should become basekit in any way, shape, or form.

  • edgarpoop
    edgarpoop Member Posts: 8,360

    Yes, but it can't work both ways. It can't be a team based game with bad matchmaking for the team based role. That's the core problem with solo queue right now. There's often a massive skill discrepancy between teammates. It's not about execution/team work when half the team is playing a completely different brand of DbD.