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Should there be a penalty to dodge a lobby? Why don't we test it?
So we see people in here complain often that SBMM is bad and that people say they often get people who are not in their skill level. But I also see a lot of people dodging queue which ofc is backfilled, but we never know if the backfills are reliably the same skill level. I also often see Killer streamers who check and dodge survivors who seem "too good".
Could we not have a test with a penalty to dodging a lobby, example 5min 10min 15min locking out of the queue system and see if that has an effect? Could be worth a try if the backfill feature of the Queue system is a problem.
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Punishing people for leaving a game that hasn't even started yet isn't the way to fix a broken system. I think the best way would either be A) just remove lobbies altogether or B) misaligned matchmaking. Misaligned matchmaking would put Survivors into a lobby, then after a set time (say 20-25 seconds), the game would search for a Killer. When one was found, the game would start and the Killer would skip the lobby completely.
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I mean...I am by no means a top tier player and I play Survivors or Killers based on which side has the BP bonus given (which for me is almost always the Killers). I don't have all killers unlocked (so I lack quite a bit of perks) and those killers that I have are all between levels 1 and 3.
If I join a lobby with 2 players lvl 40+, 1 player 80+ and one lower-level player, I usually skip too. I know that people say that the player level number doesn't mean anything but from my experience they simply have more hours on their belt, so they are way better at looping and these games then often end with 4 survivors escaping, while t-bagging me frantically at the exit gate while me having maybe 3 hooks. That is, unless I specifically tunnel that one lower-level player and kill them off to get some advantage on my side, but I don't like tunnelling so I try to distribute the chases at least a little bit so that even the lower-level player can have some fun.
You could say that I may learn more from better players but for me the best learning experience is when the match is a challange but not a frustration and these games are just pure frustration.
So I don't know...should I be punished for skipping a lobby like that? Isn't it better if a player leaves the lobby and someone else, who's willing to play that match, takes their place rather than having a player go AFK because they want to leave the match as soon as possible but don't want to face the "time out" for skipping a lobby?
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Just hide prestige. They already tested this, and the code is already there, just implement it already.
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It could be worth adding a penalty for repeat dodges. Not as strict or quick as DC penalties.
Something like:
After 3 back-to-back dodges, you lose any role bonus for the next game. Resets once you finish a game.
After 10 dodges in a day, you get a 5 minute matchmaking ban, which then repeats for each dodge but doesn't go above 5 minutes.
Stil allows for the odd lobby dodge, but penalises habitual shoppers.
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Just nuke all backfill logic from matchmaking.
Oh noo I might have to wait a minute for a replacement player instead of 10 seconds. I'll happily take that if it means a lower chance it's a match decided before startup because somehow a 3 yellow perk trapper or new survivor getting tunneled out fast enough to make it so the killer has to lose consciousness or have their input device turn into dust to fumble the W ended up in a lobby they really shouldn't be subjected to.
Hide prestige too by all means but the backfill worrying anyone having to wait 30 seconds will sign off and play Minecraft instead is the core issue.
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