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Improved Soloq communication

Riski
Riski Member Posts: 208
edited May 24 in Feedback and Suggestions

I'm of the stance there need to be improved base communication for survivors. Although I love the chaotic and fun nature of soloq many perks and stratergies don't work unless your teammates know you have the perks or an idea of what you're doing. Meanwhile trying to communicate basic ideas to teammates is sometimes overly convoluted and complex, sometimes to the point where it's better not to communicate anything at all.

I don't want VC, I don't like having to VC with strangers, and I think the limited communication does make for an unique experience but too little leads to frustation. I got 3 ideas which I've order by what I view as least extreme to most extreme.

  1. Allowing survivors to see each other's perks before a during the match.
  2. A basic communication wheel to help convey ideas like "I'm going for the save" and "lets do gens" or "killer near me". These would appear next to the survivors on the hud.
  3. A ping system where survivors would be able to ping places, objectives and players.

Personally I'm not sure I'd want more than 1 but have seen arguements for 2 and 3. I think 2 wouldn't be too extreme because it doesn't improve on what VC could give while 3 does give a new tool even to swf. I think having 1 would be a vast improvement to the game as a whole and allow for more interesting team work in soloq but would like to hear other ideas on the topic.

Comments

  • Archol123
    Archol123 Member Posts: 4,634

    I don't think 3 gives swf anything they don't already have... You can easily describe a position almost as exact with words in a voice chat than with a ping. So maybe it would save swf like 2 seconds of looking through a 10 m area, but I think that is neglect able... Overall we should even the grounds and just implement all 3 + VC and then people can decide what they want to use and what not, just like in any other game as well... And while we are on it might as well get a text chat.

  • DerpedByDave
    DerpedByDave Member Posts: 53

    We have been asking for 1 & 2 for years it looks like the devs are actually starting to listin with these newer updates hopefully will get something like this soon.

    An we have a system to ping places it's called the glass bead map add-on ;)

  • Archol123
    Archol123 Member Posts: 4,634

    If only that was not limited to being an addon for a map and would offer the possibility to tell your team what exactly the ping is supposed to mean... Maybe under that conditions this addon would actually serve any purpose other than looking funny...

  • DerpedByDave
    DerpedByDave Member Posts: 53

    I like the idea of more communication like that but look at perks like better together, empathy, bond, quick gambit, kindred, any other aura perk all would be useless BC you can just ping whatever you need to, survivor on hook (pings killer) injured survivor (pings location for heal) that's using kindred without a perk slot.. if anything they should do something to make SWF harder.

  • Riski
    Riski Member Posts: 208
  • Archol123
    Archol123 Member Posts: 4,634

    You cannot nerf swf as it would "punish" people for playing with friends, yes all those perks would need to be reworked, which is honestly completely fine. It is the logical consequence of giving survivors more info.

  • Ohyakno
    Ohyakno Member Posts: 1,206

    It's wild that people think swf has perfect communication and pinpoint accuracy about what they're doing at all times

  • Archol123
    Archol123 Member Posts: 4,634

    It is not really that they do, it is about equality of opportunity... And swf has the potential to communicate all that information, that does not mean that people actually do that all the time, it is just about being able to do so.

  • Ohyakno
    Ohyakno Member Posts: 1,206

    Not really? Even if they're using clock callouts whatever they're doing isn't pinpointed in game precisely. Stuff like this it's just asking to make the game more competitive and sweatier. There's a reason adrenaline saw a surge in popularity after the activity HUD was added.

  • Archol123
    Archol123 Member Posts: 4,634

    I would disagree... Using language you can pinpoint any location any map just as precise as with a ping... It may take some time to describe, but that's completely fine considering the player you are describing it to is not around the corner anyway but will probably need some time to go in that direction anyway. You can be way more precise by going further than just clock callouts.

  • Riski
    Riski Member Posts: 208

    It's about speed and ease more than anything. If I say the killer is coming and my friend says "where" I then need to explain where and they then need to look around and figure it out (normally by this point they would of seen the killer themselves but it could be a stealth killer). If I could ping the location we wouldn't need all that hassel and even if that saves only a couple of seconds that could make a significant difference. I would argue it's a minor buff to people on swf but not insignificant.

  • Archol123
    Archol123 Member Posts: 4,634

    If you cannot be asked to define from where the kiler is coming then I cannot help you xD especially if you are able to tell where you are, to where he is going to and to which of your friends he is coming :D:D It is really not that much of a difference… Let's go for an example here… You are on Coal tower, you are getting chased in main building, killer leaves you because the main window is too much for him. You tell them "killer left me", he is going towards mid map… Then they already know where he is and which of your friends is at risk, and you have the potential to go more into detail to where he is going… For pinging the killers location it would basically do nothing for swf, aside from convenience.

  • YuffieGreatestWaifu
    YuffieGreatestWaifu Member Posts: 247

    Simple answers is a perk to show terror radius effecting other players
    How about this

    Telepathy

    Survivor can see terror radius killer affecting other player also other players can see if you are affected the killer radius.

  • Emeal
    Emeal Member Posts: 5,302
    1. Sounds like a perfect reason people have to people leave a lobby. The reality is players are incredibly fickle, so some will leave.
      A better solution would be bHVR think that pressing escape and checking the team's perks isnt a good enough solution and then display the nearest survivor within 4m's perks Example:
    2. A basic communication wheel for emotes would be cool, but its another thing when you want to make it so Survivors can share the Killer location outside of the Chase Icon. As has been stated and shown by bHVR before is that the last percentage of SoloQ vs. SWF is more a problem of commitment to saving people rather than a communication issue. You wanting to send a message that the Killer is there without engaging in a chase is also gonna impact the Killer's gameplay negatively. This would make hiding a superior strategy.
    3. I don't want a ping system for the same reason explained in reason 2. It gives Survivors so much power.

  • Archol123
    Archol123 Member Posts: 4,634

    Why are we putting stuff that should be basekit on perks again?

  • Archol123
    Archol123 Member Posts: 4,634

    As for your 2nd point of bhvr stating that… Basically everyone called them out for this nonsense. The reason why people don't commit to saving someone is because they lack information/coordination to pull it off properly… And not that everyone in soloq is just selfish or whatever… It is also quite obviously false when you think about it… You can't really tell me that the information you gain through voice chat is so insignificant that it does not matter towards the escape rate… Trying to make me believe that would insult my intelligence… Not needing perks soloq players run is a huge benefit, saving time when splitting up or going for a save is a huge benefit, not leading the killer to other survivors, not running into deadzones because you can potentially ask your mates which tiles have been used and what not. The benefits are quite big and it is fairly obvious that they exist, how could you even deny any of it and just say "It is not information, but commitment"… That's ridiculous.

  • Archol123
    Archol123 Member Posts: 4,634
    edited May 25

    The reason why it may not necessarily lead to a different result is that most players don't fully use it to their advantage, not every swf gives clock callouts and plays for full on efficiency and so on… That however does not change the fact that the potential differences are enormous.

  • Emeal
    Emeal Member Posts: 5,302

    You like typing dots? …
    People can call out bHVR all they want. But coordination is more than just not being selfish so that is a false assumption.

    Being coordinated involves more than just not being selfish; it requires clear communication, role clarity, synchronized efforts, mutual support, adaptability, and collective decision-making. Coordination ensures that team members work harmoniously and efficiently towards a common goal, going beyond simply putting the team's interests above individual interests.

    However the problem isnt just that all those problems would go away if everyone was in a SWF team on Discord. Rather that people who play together well, stick together and becomes teams and people who dont, do not. Which does lead the uncharismatic summary conclusion that some SoloQ people are just bad, but we knew this already. That isn't ridiculous, its fact.

    Furthermore you seem to suggest that this is a reason bHVR states for them to not put in VoiceChat to gain coordination. But its not, you may want voicechat really much. But there are many reasons why that wont happen, especially when you can use discord.

  • Archol123
    Archol123 Member Posts: 4,634
    edited May 25

    All what seems to make out coordination for you seems to become easier when you have a way to communicate, not necessarily via voice chat but via anything, maybe it is the easiest with voice chat though. However it seems to me that lack in those things might be a result of lack in communication... Calling it selfish was just an example, not necessarily the only thing.

    Well when you can communicate with your team it makes it so you can feel more like a unit with the same goals and what not, whereas currently you can play as selfish as you want and the incentive to go down for the team, despite it maybe being the right thing to do to win is not really there, that might change though. People could be more supportive in the match, make callouts and hopefully people will also get better when they are able to communicate and coordinate better.

    Sure some people will never get good, but then that feature just is not for them if they are either unable or unwilling to improve... Does not make it a bad idea though.

    I suggest that the statement they made is not worth anything, because it is nothing more than an assumption, they did not explain their reasoning, they did not mention which data it is based on or what brought them to the conclusion. And they also did not mention why they believe that communication is not a big factor when it comes to coordination. Which makes the statement useless, because there is no way for us to understand why they said it, aside from trying talk the issue smaller than it is. Because if that's not the reason why not just be transparent about that stuff... Not only would it be way more convincing if they did so it would also put an end to the seemingly endless debate of adding communication to the game, and I think that is just a weird thing to do.

    I don't necessarily want voice chat, I just want an even playground when it comes to tools for all players. If it does not happen well so be it.

  • Emeal
    Emeal Member Posts: 5,302

    I just want an even playground when it comes to tools for all players.

    Chances are you wont ever see this, because SWF comes in with like way more than stuff than communication, than a SoloQ does.

  • Archol123
    Archol123 Member Posts: 4,634

    I would not say that, everything that is different when it comes to the players like mentality for example is not really a tool, just like the idea to die for your team... That's just a thing that specific player does. I would define tools more in the sense of what Iinformation, perk, addons, offerings items and what not you have.

    I guess that is what you meant? Unless you mean that bhvr most likely won't close the gap between solo and swf.

  • Emeal
    Emeal Member Posts: 5,302

    The gap is less than 10%, You have to play 10 games on average to experience a real difference.

  • Archol123
    Archol123 Member Posts: 4,634

    The gap in outcome, not the gap in opportunity… I'm not about outcome at all.

  • Emeal
    Emeal Member Posts: 5,302

    huh? Yeah I dont recall seeing bHVR saying they would give SoloQ and SWF equal opportunities.

  • Archol123
    Archol123 Member Posts: 4,634

    Considering they added the hud to even the grounds in opportunity between those two I would assume that is still their intention. The goal should always be same tools not same outcomes…

  • Emeal
    Emeal Member Posts: 5,302

    What? Why are you assuming that was their motivation for doing it? They said to bridge the gap not "equal oppertunities."

  • Archol123
    Archol123 Member Posts: 4,634

    That is just phrasing. Whether you call it bridging the gap of existing differences, evening out the tools they have or just "equal opportunities", that is all pretty much the same. Sure the degree to which you bridge this gap differs, but in the end is about balancing the differences out.

  • Emeal
    Emeal Member Posts: 5,302

    Right, but has bHVR given any word on more than needs to be done on this gap?

  • Archol123
    Archol123 Member Posts: 4,634

    I think in the last q and a yes, not entirely sure though, but like I said before if they don't then it is what it is... I don't really have many expectations for them, considering they accidentally removed the anti aliasing option and took like 4 years to bring it back... But one can still hope.

  • YuffieGreatestWaifu
    YuffieGreatestWaifu Member Posts: 247
    1. Show in the hud if the survivor is inside a killers terror radius
    2. Kindred should be base kit
    3. Killer name should be revealed once a player gets chased, hit/carried or hooked
    4. Anytime a killer perk is revealed to a player (in their screen) its revealed to all.