Why are Solo players treated low priority?
So many people ask for better Solo but no one seems to care. Has Devs ever seen life as a Solo player?
Comments
-
It's the main kill inflater for basically every killer which is why they are too scared to adjust/add anything.
0 -
Actually I'm already fed up of Devs favoritism for SWF. It's not just bad for Solo Survivors but for Killers too. For a couple of time i played SoloQ and the experience was extremely awful. So awful that I quit playing survivor (exception: do some daily rituals in combination with some tome challenges). But allthough focusing on killer I still encounter solo matches where I really feel bad about the guys who have to play survivor. Its no fun when you see them give up immediately when u get the upper hand at the very start of the game and all they keep doing is standing in front of you waiting for you to kill them, so they can finally leave the match. I know that some killers like to just stomp them and go to the next match but for me this was just a disappointing match without any good chases, thrills and good jumpscars (I like to play sneaky killers). Because I feel bad for them and don't want to waste too much time I always decide to kill 3, close the hatch and let the last one (who I think did the most in the match) escape through the gates. But still its not very entertaining and leaves a bitter aftertaste.
On the other hand you have those guys who seem to be not effected by anything I do. They play like bots. Know everything (I guess because of comms). Do everything in a short time. And their perk builds are way over the top. Sometimes I even scratch my head why they seemed so stressed even if I'm in a chilled mood.
I'm not a sweaty killer and "like to play with my food", but both of the experiences are horrible. On the one hand totally overstrained solo survivors, with no help from the games side, and on the other hand totally stressed hotshot-SWFs who play like they face some Top-10 Streamers and still seem to get all the luck from the game.
1 -
The devs have tried a few techniques to help make the SoloQ experience better for people. I’m sure they will continue to optimize it.
I play solo queue about 90% of the time. I di better with a team I never met than in a swf. 🤷🏼♂️
Doesnt always go well though, but that’s part of the game.
3 -
I don't really mind playing soloQ. UI icons improved soloQ for me a lot.
Difference is I just have different expectations. Don't expect 4 escapes, or regular escape (for you) as soloQ, if you want that, go play SWF. Easy as that.
I am not going to play Freddy/Pig, if I want to 4k every game too... That's just not how this works.
As SoloQ, all I want is a good chase and maybe get 1-2 survivors to escape, that's a soloQ win for me.
5 -
What are the SoloQ and SWF win rate, cause before the HUD update in the worst example it was max 15% difference.
0 -
The way people whine you'd think the difference was 90%, but they're actually not that different. I escape about as much solo as I do with friends.
6 -
I guess it feels worse when a random makes a mistake vs your friend makes a mistake??
I want bhvr to come out and give some new numbers on SWF vs. SoloQ atm that would be neat.
0 -
I don't think it's solo that's the problem, I think it's the matchmaking at the moment that's the problem. I wish for survivors at least sbmm was made far more strict. It just seems like most of the survivors don't understand how most of the meta options work atm.
2 -
I don't even feel like solo is the problem for me most of the time, it's just the people playing.
I got a match against plague a few days ago where the claudet decided to cleanse in my chase 2 meters beside me instead of doing the last gen, the plague obviously picked it up downed us both and we died.
1 -
Whats the differences between solo and swf?
- It's the same character
- Mechanical differences are third party communication apps.
- Mental differences are more teamwork and team spirit
- Relucantly added to this list: Skill amount is irrelevant to solo/swf and depends on each individiual lobby, although i will admit that skill is more consistent because you met your teammates more often than randoms.
What can the devs even add to make up such differences?
Point 2: Voicecomms range from "talking about their days and cute boys" to "relatively accurate clockwork style radar callouts". Theres been works to turn some comm callout advantages into HUD additions, like "what are my buds currently doing", but consider what would be too much or too strong? Like "swf can callout positions", dayum we better let survivors see each others aura at all times. or add a map to the corner of the screen (or fullscreen seethrough overlay on buttom prompt) that displays all objects the survivors have seen. I know i'm exaggerating but ive seen similiar suggestions.
Point 3: how the hell would you make survivors play as a team with forced game mechanics?. Make lightning smite them if they dont unhook in 15 seconds?Something like the anticamp/antitunnel/antifacecamp crap? I'm a killer main and dislike all those "dont do X" mechanics being added to the game so I wont even humor the thought of thinking up such stuff for survivors, it'd may make me as hypocrite as these survivors.
0 -
Unfortuantely for SoloQ to get buffed to remove this problem, you would have to make the hard decision to change DBD to a competitive game and make Survivors truly a team.
As it stands, even semi-competant SWFs can absolutely run rings around every killer bar maybe the top 5 of the roster (top 10 if we're generous). When I'm in a SWF, the gen progress is really consistent and fast... it's rare I see a 50s chase not lead to at least 50% progress on a couple of gens, and the amount of times I see stronger killers goes up substantially compared to the weaker killers. This means that in majority of cases, survivor side is at base stronger than killer side... if you try to buff survivor side to help soloQ, you further widen the gulf between SWFs and most of the killer cast.
SoloQ doesn't play with anywhere near the same level of teamwork as SWF, through no fault of their own as the mechanisms to do so aren't there, but unless you're going to add full comms to the game, grant full view of perks in lobbies and basically push the game to be entirely about hook stages instead of kills (like it is in comp), you're gonna struggle to bring SoloQ up without also pushing SWFs up even further up than they already are.
Now you might think that is a good idea, but I hasten to add, if you make it like comp, then you have to accept that all the sweatiest and nastiest strategies need to be made viable again. AFC needs to me removed, basekit BT need to be removed. Perks can only be limited to one per player to prevent stacking Adrenaline/Decisive Strike etc. All of this naturally means that face camping, tunneling, slugging, and all the harshest methods of play are back on the table for killers, because you cannot have mechanisms preventing the killer from gaining pressure to compensate for the big advantage that comms brings to a team.
This isn't my opinion, these are the opinions I've heard from some of the best pro players in the game. So think very carefully how you want the game to be... because if it ain't comp that you want, be very careful what you ask for.
EDIT: Personally I rather enjoy the SoloQ experience. I enjoy the immersion and challenge of playing as someone trying to survive on their own, with the potetnial dynamic of other survivors not helping me/having their own plan. I personally don't like the idea of comp play at all.
If it were up to me, I wouldn't even allow SWFs outside of custom games... maybe duos at most, as I personally see Solo as how the game is meant to be played... but death of the game, etc, etc.
0