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Anyone else noticing a lot of rage quitting lately?

Beaburd
Beaburd Member Posts: 998
edited August 11 in General Discussions

For context, I've been recording various stats about my games to use the data in personal projects. In this case, I have 138 games worth of solo queue data for the 1v4 mode that I'm gradually adding onto as I play.

Out of the 138 games I recorded, 30 of them have had at least one afk or rage quit occur, with 28 being rage quits (people who intentionally die on hook or otherwise DC). That's 21.7% of the games being ruined by people refusing to play the game. In other words, slightly more than 1 in 5 games will be plagued by someone refusing to play - that's crazy to me!

For comparison purposes, a game like League of Legends apparently only has an afk/DC in 3% of all games, and they have twice the number of players per game!

Maybe as a former LoL player I'm spoiled by this? Maybe it's unfair to compare them?

I don't know, but has anyone else noticed such a large number of rage quitting lately? Is anyone else bothered by it? More importantly, does anyone know if there are initiatives in place to improve game quality in the future?

Then again, maybe I have just been very unlucky in my games to experience this.
I'm really curious what the official rage quit rate might be across all games right now.

Edit:
I played one game after typing this, and it had a Lara afking in a locker in RPD until 3 crows were around their head. They got picked up out of a locker, and immediately DC'd. So far that's 4 games with a rage quit in a row. It just feels so bad.

Post edited by Beaburd on
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Comments

  • CrypticGirl
    CrypticGirl Member Posts: 709

    I'm not noticing any more ragequitting than normal, and I also keep track of my matches.

  • Beaburd
    Beaburd Member Posts: 998

    I do agree that frustration, community clashes, and general negativity are emotions fostered by some developers to encourage addiction in their products. I would even see the argument that tactic is used in DBD, especially given their stance (or lackthereof) on topics of balance, third party programs, the competitive scene and other controversial topics.

    These are, like you mentioned before, aspects of engagement to keep the community invested. But should rage quitting really be accepted as a normal practice akin to those? The act of quitting alone is a lack of engagement and discourages other players in the game from engaging since it impacts their experience. I struggle to think that having 1/5 games ruined would encourage people to play rather than dissuade them.

    Even if it is a byproduct of practices meant to foster addiction, I would think it would be treated more harshly. But I suppose my train of thought might be wrong, and you could be right. If it was really a problem for them, they would state their stance on it and continuously try to address it. Since I'm not aware of either, I'm guessing that means it's not impacting business negatively or they're otherwise okay with it. Unfortunate if so.

    @CrypticGirl

    I'm not noticing any more ragequitting than normal, and I also keep track of my matches.

    This is actually perfect!

    What attributes do you keep track of? Is rage quitting one of them specifically? If so, what % of your games have at least 1 rage quitter? And what's your sample size?

    Legitimately curious if it's just me suffering with a nearly 22% rage quit rate.

  • Rumplestiltskin
    Rumplestiltskin Member Posts: 138

    I don't track my games to the extent you do, but anecdotally the percentage of pathetic quitters seems about the same to me as it has always been. The only difference being now a Bot comes in for Survivors that jump ship, and it is a coin toss whether you get the juiced super-bot a normal one. ;)

  • CrypticGirl
    CrypticGirl Member Posts: 709

    Mine is just a simple spreadsheet listing the Killer, Survivors, perks, map, # of gens done, # of escapes, BP scores and special notes (which would include if someone got tunneled, or DC'd/threw on hook, hatch escapes, or things like that.  I don't have any fancy charts or graphs to depict a specific rate of any particular note; I really don't know how to do any of that stuff.

    I'm not sure what you mean by "sample size," but if you want to check out my spreadsheet, I have it here (this covers January-July 2024 so far).

    https://docs.google.com/spreadsheets/d/1lMKd1UaZQFIZTFVeC4CPYsQ1aajVccopefX2HiVE-oA/edit?usp=sharing

  • oliviaa
    oliviaa Member Posts: 104

    girl be for real i'm a 5k hour survivor main that never plays killer and the game is not killer sided in the slightest unless if you are lower mmr solo queue and what percentage of the game is that lol

    but you're right in every other aspect. there SHOULD be changes to make the game more tolerable for solo survivors it is absolutely abysmal unless if you are at the higher end of mmr where you know your teammates are at least competent at looping for a minute and will get you before 2nd hook. it's just a mess

  • Beaburd
    Beaburd Member Posts: 998

    Awesome, thanks for sharing!

    It's so well organized, coloured, and dated. I'm definitely taking some time to browse this later and see if I can get a rate based on the notes section if that's okay. I might edit in the % here later. Kind of excited to see someone else recording their games too honestly.

    I'll also post mine if your or anyone else wants a gander:
    https://docs.google.com/spreadsheets/d/1oaT-E45AK5QmMx4e92Yuim2mQ7_EIDo3YOmx-6Bhua0/edit?usp=sharing

    And by sample size I just meant records or number of matches. But with that sheet I can just count - thanks again!

  • HolyDarky
    HolyDarky Member Posts: 845

    I've noticed also more dcs or hook kills than usual. I guess, the problem is that many players are still in the 2v8 (there I have nearly no dcs or hook kills). So maybe more give up players are in the 1v4. I think with the end of 2v8, 1v4 will become a lot better but I am not sure because something in my mind thinks that players will give up more because they think "2v8 was so better than this, I don't wanna play this match anymore".

    The problem is that dcing or dying on hook has no real punishment for the player. Players who have unlocked everything know this and do it if they want - in fact hook kill gets rewarded with BP and XP. They do it for the tiniest reasons like they don't like the killer, the map, the perk, the chase, or when a hit looks weird (they are like snowflakes). AFK players, on the otherside, might be because the queue time is longer and they go afk. The Lara in your post might be that she wanted the hatch or something. Some players are really selfish, especially when an archive or achievement comes into play.

    Peanits, one of the developers, responded to this situation and said it is difficult to force someone to play a match that they don't want to play - which is funny because killers have no other choice than to dc to end a game and then why did this person joined the lobby. Survivors can do a hook kill or run to the killer and then die. Year, the problem is not the game but rather the player. However, in my opinion, the hook kills are the biggest issues because they are so free and easy. The developers should add a restriction to the 4%: You can no longer try an escape when you're the only hooked survivor (and when no other survivor is in dyingstate). Having no 4% in the 2v8 is possible and has a positive effect and I think it will also be good for the 1v4. Of cause, the survivor can still run to the killer and end this game on this way but then the killer has the choice to slug them - either dc, bleed out, or play the match. In addition, it is so stupid that one person can ruin the fun of four other players. Another option is to improve the report system and add the option to report players that give up but this would lead in more work and I guess the developers are not interested in this.

  • Beaburd
    Beaburd Member Posts: 998

    As promised, here's the approximate DC rates with @CrypticGirl dataset:

    January: 13.8%
    February: 9.6%
    March: 10.7%
    April: 12.7%
    May: 10.1%
    June: 10.7%
    July: 11.4%

    Seems the average DC rate is about 11.3% on average.
    I was just gonna edit it into my last post but I did have a question.

    I only counted games that had at least 1 DC for the above rates. I ignored all notes that talked about someone skipping hook stages or dying on first hook. Do you know if notes regarding hook stages was intentional by the person hooked, or just because the team failed to save them, or could be either depending on the game?

    Either way that was a fun delve, thanks again!

  • Beaburd
    Beaburd Member Posts: 998

    Some good points here.

    I think you're right on the money with the second and third paragraph.

    It is a player attitude problem. There's no real punishments for bad behaviour, and there's no incentives to keep playing because there are players who have everything they want unlocked, unlocked. So they have don't have an incentive to play, nor punishment to prevent them from not playing. It is also difficult to detect some players rage quitting since, like you said, they can just run to the killer and off themselves with plausible deniability that it wasn't intentional.

    I'm starting to think the best solution to this problem is, funny enough, for the developers to start creating and supporting a more competitive atmosphere. If they had seasons or splits with real and unique ranked-based rewards (skins, not blood points), it would incentivize players to perform well in games. Pair that with a punishment system that targets those rewards if they're repeatedly inappropriate (DC, quitting, verbally abusive, etc.) maybe that would be enough to deter more of this negative behaviour.

    The flip side to that though is then their casual audience might feel isolated since the unique rewards might not obtainable to them if they can't play enough or aren't good enough to get them. Given how big the devs are about inclusion I doubt it's a route they like, but I can't help but think it would solve some game quality problems. Might increase toxicity though.

  • mecca
    mecca Member Posts: 335

    Are you playing SWF? You said solo is bad, well that implies killers are too strong. 5K hours but your skill means nothing unless you are in your favorite SWF. The skill floor is not attainable to play the game because you need the killer to be horrible at the game and the survivors to be 5K hours. It's a mess alright.

  • CursedPerson
    CursedPerson Member Posts: 185

    Its the same as its always been first 2 games after playing 2v8 the first survivor to get downed kills themselves on hook

  • Nazzzak
    Nazzzak Member Posts: 5,843

    No, fortunately. I had a game today where I accidentally missed a skill check so my team might have thought I was. I did hit my next two though.

  • Neaxolotl
    Neaxolotl Member Posts: 1,477

    Only thing we can do to "fix" this problem is literally increasing punishment for those kind of acts and removing bad players from the game, at least we can make matches lot healthier this way

    But considering the money or whatsoever, we wouldn't get anything like that

  • Z0mbiv0r
    Z0mbiv0r Member Posts: 306
    edited August 12

    Again, I think there is a problem with MMR. I've seen quite a good number of newbie killers dc'd out of frustration because they were clearly way over their heads. Alas, quite often the other way around it's also true. You can't really expect people to have fun and be good in a game when clearly
    A) There's an obvious skill difference
    B) Cheap, lame, frustrating and unfun tactics are easy to use
    C) You are playing with people who many times are trying to get you killed

    Depiping being gone was a thing because you don't have much control over your performance. There could be instances in which, despite having high skills and/or playing good and efficient, you would still rank poorly and suffer the consecuences.

    Edit: Before punishing people for DC'ing, which I agree it's not something good, we should be able to punish actual bad beehaviour in the matches, like survivors trolling their teammates, farming them or constantly hiding, and killers hard tunneling and slugging with no real reason to but their ability to do so. So basically, before punishing DC's you have to punish tose intentionally sabotaging trials for others.

  • Dem34888
    Dem34888 Member Posts: 57

    If MMR has found you a killer with whom you have a chase for 3 seconds, then what is the point of continuing to play?
    And also the opposite situation - why try to play against a killer who doesn’t even know that a hit can be made with a lunge?

    BHVR can't entice people to play as survivors because playing for them is just terribly boring than playing as a killer, all that helps is playing with friends, and God forbid that they are all not completely sick of it, otherwise they will play as toxic as possible

    BHVR, as true specialists, by the way, reduces the cooldowns on such perks as flashbangs and mines, so survivors can be even more salty, good job so far

    Moreover, with their new map design and a plentiful bunch of bugs that have already become standard, people on survivors burn out even faster, due to unfair hits, map bugs, or just bugs out of the blue

    I have friends who are killer / survivors mains, so when we invited the killer main to play with us as survivor, he said that the Huntress is a cheater
    Why? He got hit through the textures, welcome to the world of survivors

  • crogers271
    crogers271 Member Posts: 1,907

    Doesn't League of Legends have a surrender system? I think I've heard other LoL players complain about how it in comparison to rage quitting.

    There's a difference between rage quitting and surrendering. I think everyone is opposed to rage quitting, but whether the game should have surrender options or not, and when, and if, it's okay for a survivor to 'go next', there is some disagreement on. Not sure how or if you are separating them in your stats.

    It is a problem and while I have lots of disagreements with the devs, this seems like one of the simplest things that can be fixed.

    Early rage quits have been less common for me lately, but I don't track it and don't have a huge sample size. When I used to watch Asian twitch streamers I was really surprised how rare DCs/rage quits were on those servers in comparison to mine (US West).

  • UndeddJester
    UndeddJester Member Posts: 3,489
    edited August 12

    I'm not worried about MMR, and never have been. How can anyone objectively assess matchmaking when many people used the prestige system to lobby shop?

    It's being disabled, and since you can't view the profiles of people of different platforms, the task becomes tougher to lobby shop to the point of not being worth it. Maybe now MMR has a chance to work properly.

    The fundamental issue survivors face is you are by design reliant on your teammates. It doesn't matter if you buy 90 seconds for your team if they don't use it. Similarly if those same players don't loop effectively while you're on gens, you can't get things completed.

    This means as survivor you're reliant on your team, as you should be... but majority of survivors I listen to want to be master of their own fate, and have the power to loop the killer for 5 gens and still get out...

    This desire is diametrically opposed to the very concept of the game... if you don't want to rely on your teammates, you're playing the wrong game, and is just an unrealistic expectation if you genuinely believe the game should be balanced for both sides.

    Personally, I've been playing survivor much more lately due to blood point rewards, and I've been having loads of fun... yesterday I played maybe 12 games and survived 2 of them... but even if I haven't escaped often myself, I've had plenty of 2 and 3 man outs, with a couple of 4 man outs too (yes the 2 I escaped were the 4 man outs). That tends to be the curse of the player that actually does manage to hold the killers attention.

  • UndeddJester
    UndeddJester Member Posts: 3,489
    edited August 12

    As a former league of legends player, surrender sucks. You almost never have fun, because any time you lose you either quit, or try to play on in a losing game... or you win and your opponent quits.

    You see it often where players who get ahead will deliberately feed to the opposition to try and make it so they don't quit early, which can in turn throw the game.

    Games are filled with highs and lows. The lows are not fun, but they do help define the highs, but surrender means you almost never get to experience the high, so the whole game experience judt becomes bitter and pointless, and you one day ask yourself "why am I playing this game? I never have fun...".

    Trust me, never add a surrender option. If you think you're sick/burnt out on DBD now, surrender will make it a whole lot worse.

  • CrypticGirl
    CrypticGirl Member Posts: 709
    edited August 12

    I did make notes in the "special notes" whether dying on hook was intentional or not; I.e. "Threw on second hook" (intentional) vs. "Died on second hook" (unintentional).  I understand how that could have been confusing.

    ETA: Also, I did take a gander at your spreadsheet.  I do like all the details, but I tried to avoid as much side scrolling as possible in my own spreadsheet.  All that side scrolling makes the data hard to follow, imo.  But I might just make another column for additional details of the match, describing events or actions that led to our success or failure.

    Post edited by CrypticGirl on
  • Z0mbiv0r
    Z0mbiv0r Member Posts: 306
    edited August 12

    'Personally, I've been playing survivor much more lately due to blood point rewards, and I've been having loads of fun... yesterday I played maybe 12 games and survived 2 of them... but even if I haven't escaped often myself, I've had plenty of 2 and 3 man outs, with a couple of 4 man outs too (yes the 2 I escaped were the 4 man outs). That tends to be the curse of the player that actually does manage to hold the killers attention.'

    Yeah, I agree with that. I don't need to win to have fun, either as survivor or killer. As survivor, I'm fine dying if a chase has been fun and rewarding, or if I'm achieving something like helping other survies escape or rescueing a hooked teammate. As killer, I'm fine with plenty of hooks alone, even no kills, as long as the trial has been intense and we all have played.

    What I don't find fun in any way is, as survivor, being obliterated from the very start either because the killer is on a higher skill level, abusing cheap tactics and/or teammates not playing the game as intended. As killer I don't have fun if survivors are constantly swarming me and trying to troll me (even if they end up dead), don't engage with me and wait for me to kill them (I sometimes react to this by letting them go), go ultra gen efficient and get them done in a couple minutes, effectively preventing me and everyone from actually playing the game, or just go hiding all the match.

    Given how this community apparently behaves, the number of trials that go 'positive' are quite larger than the ones that go 'negative', I can't really blame anyone for choosing to dc until they find an actual fun trial.

    Edit: I just had a match versing a Spirit in RPD. I was injured and in chase, but I was in a strong loop and so far I was doing good. Most likely I could still have lasted a bit. But then, out of the blue, bang! rubberbanding/lagging/whatever, and suddenly I was away from the pallet and the loop and soon after, downed. You know how many times do this kind of things happen? Way too many.

  • TheSingleQuentinMain
    TheSingleQuentinMain Member Posts: 32

    I think some of it has been legit technical issues. Over the past two patches, I've been DC'd by the game way more than usual.

  • Z0mbiv0r
    Z0mbiv0r Member Posts: 306
    edited August 12

    2nd match in a row. Versing a Knight. One teammate goes down, first hook in the trial. I try to go to save him but the Knight starts chase with me. Poor guy died because the other two teammates were doing gens and couldn't be bothered to save him. I run the Knight for the whole match until everyone was dead. And yep, I died. This time it didn't happen to me exactly, but If I were the player who was sacrificed on first hook because of the other 2 survivors I'd be extremely mad.

    Edit: 'I run the Knight for the whole match' as if the match lasted half an hour. Only the 2 gens done by sacrificing the first teammate were repaired. The game didn't last much because Knight would leave me to go after the others.

  • For_The_People
    For_The_People Member Posts: 602
    edited August 12

    ⚡︎(ノ ー̀εー́ )ノ ~ 🎮⚡️

  • Z0mbiv0r
    Z0mbiv0r Member Posts: 306
    edited August 12

    3rd match. A Cheryl player dc's first thing in the match (could be a crash, though, since they were doing gens). Versing a Doctor. The trial went on 'normally'. When in Madness tier 3, as it usually happens lately, holding M1 to 'Snap out of it' is glitched and randomly stops working which sometimes causes you to scream and revert the progress. I didn't realize Doctor had been buffed in such a realistic and immersive way.

    Edit: Not playing anymore by now. I'm changing to Smite or Elden Ring.

  • dwight444
    dwight444 Member Posts: 448

    yeah

    each match is either tunnel, camp, pain res + pop or teammates who just play in the most brain dead way. Fun matches are not rare but matches where it's not the same old ######### are. It's a compounding problem that wears you down match after match so that going next is just the default option

    biggest issue is just teammates. My last match I ran killer for 4 gens, got hooked and teammate spun in circles 2m from hook (after being afk at the start) and then ran away when the killer came. I just killed myself on hook as it was clear the other 2 weren't saving me and this guy was just an #########; stuff like this is frustrating because it happens so often where your teammates choose to do the worst thing at the worst time that you're just like ..???

  • Crowman
    Crowman Member Posts: 9,561
    edited August 12

    People keep making excuses for rage quitting and BHVR refuses to address it, so it's just going to keep getting worse until BHVR actually does something.

  • Beaburd
    Beaburd Member Posts: 998

    Ohh, I get it now, thanks for the clarification!

    With that info, I downloaded the file as xlsx to work on it locally (I don't like Google sheet's tables and formatting options) and determine DC rates, intentional death (INT) rates, and rage quit (RQ) rates (DC + INT).

    Count Criteria:

    For # of DC'd games, I counted all notes that mention "DC" and manually sifted through to exclude excess DCs that occurred in the same game. This way, only 1 DC per game was counted.

    For # of INT'd games, I counted all notes that mention "threw on" with points lower or equal to 10,000, then manually sifted to exclude excess INTs that occurred multiple times in one game. This way, only 1 INT per game was counted.

    For # of RQ'd games, I got lazy and just added # of DC'd + # of INT'd games to get my total # of games with a RQ. This isn't perfect because there's likely games being counted multiple times.

    Results:

    Average % of games with at least one rage quit (either intentional death or DC) is ~19.4% between Jan-July with your dataset.
    Pretty close to my own recorded experience of 21.7% of games with at least one rage quit, so that's nice to see!

    There are some caveats with the rage quit calculations though (view notes #1 and #2) that may overestimate this rage quit %, by about ~3% if I had to guess.

    Link to Workbook*:
    https://docs.google.com/spreadsheets/d/1XUwDmFbW4TBDfP2YlsF4HQrE0B3bsBYe7RJ0zzpoyf4/edit?usp=sharing

    *Google Sheets decimated the work I did locally on Excel. See notes 3+ if curious why it's so ugly.

    Notes:

    1. Rage Quits are estimated because I could not think of an easy way to compare INT and DC games to sift through duplicates, so I just added the previously sifted through INT and DC values to create my RQ values
      1. So some counted INT games could be included in games already counted for a DC
    2. I briefly compared Jan and Feb DC/INT games to check how many were likely duplicates, and it was just a few (~3-4), so if I had to guess, the % of games with a RQ is overestimated by around ~3% maybe? I don't think it's much, especially given:
    3. Min rage quits is at least the same as games DC'd, since I personally removed duplicates from that data.
    4. The workbook on Google Sheets has multiple worksheets because I copied each month, turned the data into tables, standardized point formats, then filtered based on my above criteria.
    5. Each month has two worksheets, one dedicated to DCs and one to INTs
    6. Uploading to Google Sheets removed my tables and their filter options, but kept the filtered results by automatically hiding the rows I filtered out using the above criteria
    7. Uploading to Google Sheets turned everything blue, I don't know why
    8. The tables posted in the screenshot above labeled "Number of Games With One or More DCs" and for INT Deaths were determined via the calculation (=SUBTOTAL(3, F1)-(1*x) to count all filtered rows, then remove duplicates by subtracting by x (x = # duplicates found)
      1. Because my tables were removed the calculations no longer worked appropriately, so I just copy/pasted the values
    9. How I determined total # of games is based on calculations you can view in the cells where the total games are given (see linked workbook)
      1. Basically I noticed each game has 6 rows of data allocated to it, with a date row every day in each worksheet regardless if played or not. So I counted all rows, subtracted by 34 (max days in a month + header row + 2 for extra rows), then divided that result by 6 and rounded up. That gave me a rough estimate of # of games.

    TLDR - If you just want to know the results:

    1. These numbers are using the dataset from another DBD player (CrypticGirl) for games between Jan 2024 and July 2024
    2. Average % of games with at least one rage quit is between 16.4% to 19.4%
    3. The % of games with a rage quit is roughly the same as that witnessed by my own dataset, which was 21.7%
    4. I just realized I did not look for games with an AFK in CrypticGirl's notes, which my stats included, but I doubt it affects much

    Anyway, that was fun!

    The number of games affected by rage quitters concerns me even more with this now, since that was a lot of data and it still seems like a lot of games are being ruined by it imo.

    PS:
    Yeah, I totally get your disdain for scroll side-to-side since it makes it hard to see all your different columns of data.
    It just makes calculations easier in the long-run so I learn to live with it. Otherwise I have to do weird filters and function-based calculations to analyze the data. But as long as there's a standard in place, which yours has in a beautiful fashion, it works.
    Thanks again!

  • I_mean_yeah
    I_mean_yeah Member Posts: 43

    I rage quit a lot if I'm playing a weaker killer and meet SWFS that sprint the hell out before i even get to the gen, knowing they're on comms and call out everything.

    It's simply just not fun at all, you start chasing someone, instantly the other 3 survivors are hugging gens. I swear SWFS on comms are like borderline cheating

  • danielmaster87
    danielmaster87 Member Posts: 9,677

    It's really not fair. Even experienced killers have to settle for the draw vs those teams, tunneling from the start and using Rancor and stuff. Even though I main killer, I laugh when I'm survivor and the killer DCs, but that doesn't mean I don't have sympathy for them.

  • drsoontm
    drsoontm Member Posts: 4,903

    No more than usual.

    Usually the entitled survivor bringing the map offering is the first one to give up and ruin the match for his team.

    DC penalties aren't high enough.

  • Dionysusdog
    Dionysusdog Member Posts: 154

    I feel like rage quitting is not nearly as bad as it used to be. Back when bots didn't replace people people rage quit a lot more. I feel like rage quitting isn't rewarded anymore. If you quit you aren't stealing a killers 4k...you are just replacing yourself with a predictable bot and perhaps increasing the chance of a 4k and also giving up all your points and giving yourself a lockout. I feel like it is better than it used to be but that could just be my experience

  • RenoPro
    RenoPro Member Posts: 69

    We already have penalties that don't even distinguish between connection issue and actually rege quits

    What do you want more than this? lol.

  • RenoPro
    RenoPro Member Posts: 69

    SWFS  are basically an exploit, to bad the devs balance the game around them

  • VantablackPharaoh91
    VantablackPharaoh91 Member Posts: 580

    Killers are getting much needed changes to QoL or much needed buffs. I think the Survivor community is having trouble adapting. I think a lot of Survivors also got very complacent. Some began at a point where there really wasn't as much threat to Survivor so they never had to adapt. Now they have to.

    It's going to take time. It may take years. It took Killers years to adapt to how Survivor-sided the game was, and now that it's properly a bit more Killer sided (in order to make it truly SURVIVAL Horror as intended) some Survivor players do not like it. Fact is… Survivors aren't intended to all escape easily OR be able to not be challenged. Survivor is supposed to be much harder. And some people don't like that, I think.

    "Yes, it hurts. Growth often does." - The Singularity

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,347

    No more than usual. I don't think there's been a steady increase in those "players", but neither have I noticed much of a decline.

  • Crowman
    Crowman Member Posts: 9,561

    DC penalties have to affect all forms of D/Cs, otherwise you just create a means to bypass the penalty like hook suicides currently do.

  • RenoPro
    RenoPro Member Posts: 69

    What means?

    How can someone have a internet issue on purpose just when he encounter a killer he don't like?

    Penalities for connection issue are just lame and injust.

  • Crowman
    Crowman Member Posts: 9,561

    The game can't determine that you disconnected due to internet issues. You turning off your router or your routing turning off due to a power outage is the exact same thing as far as code can tell.

    The game can't determine intent and thus all d/cs must be treated the same.

  • RenoPro
    RenoPro Member Posts: 69

    Sorry, but i can't believe this. The game can't tell if I press start and select quit? Sound like a no-sense.

  • Crowman
    Crowman Member Posts: 9,561

    Using the "Leave Match" button isn't the only way someone could quit out of a match. You can force close the program, you can manually turn off the router. Checking only the "leave match" button for penalty would solve nothing and would only cause people using alternatives ways to quit to avoid a penalty as we already see with the how common survivors suiciding on hook is.

  • hermitkermit
    hermitkermit Member Posts: 461

    I absolutely agree with this sentiment, in fact I said something similar in my post about survivors having trouble adapting. I think a possible issue is that it is not blatantly stated that the game is not meant to be “balanced” in the typical sense. Killer should be stronger. And by the evidence we have they currently are.

    IMO There is an entitlement on both sides.

    Survivor entitlement when players think the game should be like it used to be, where survivors had more power, and they get upset and DC when things don’t go their way. They refuse to accept that the game wasn’t meant to stay that way.

    Killer entitlement when players ignore the power they already have and keep asking for more, even when the evidence shows they don’t need it. They tend to reject anything (like stats) that go against their own experience or opinions.

    I think the game is better than it was, but of course there’s room for improvement and I’m sure we all have opinions on what that improvement should be, but I agree with the essence of your post.

  • RenoPro
    RenoPro Member Posts: 69
    edited August 13

    Who would hard close the game or turn off the modem just for quit a game? Suicide on hook is much more faster and easy.

    I think you are creating problem where it dosen't exist. Like i play on Xbox, by your logic i would turn off the console and then turn it on and then starting the game again just for quitting a game? No i would run to the killer and suicide on hook, much more faster and not boring.

    penalities for connecting issue are frustrating and not excusable.

  • Crowman
    Crowman Member Posts: 9,561

    Force closing the game can be done immediately instead of waiting to be hooked and going through all the animations til death.

    Ultimately since it's impossible for the game to tell the intent of the d/c, they all must be treated equally. Now BHVR just needs to remove hook suicides.

  • RenoPro
    RenoPro Member Posts: 69

    Yes but then i need to reopen with all the loading and is like what 1,30 min? Suicide on hook is more simple and fast imo.

    Nobody will go to the struggle to hard close and open again or turn off the modem just to ditch a SM match when they can suicide on hook.

    >Now BHVR just needs to remove hook suicides.

    This will never happen.