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Incentives or punishments?

Over the long years of Dead by Daylight, there as very often been many playstyles, perks and killers that have created interesting scenarios that have either been condemned or praised.

That brings up the question of incentive vs punishments. Should players be given an incentive to play in a more healthy, fun way or should be punished for engaging in unfun gameplay?

Which has worked better in the past? After answering that question, what better ways can Behavior go about encouraging or discouraging player gameplay? Obviously nothing can truly take away player choice, but it's important to steer people in non-toxic directions. Barbecue and Chili is a great example as it encourages killers to go after different survivors rather than camp the hook. On the other end, the anti-camp mechanic punishes killers for camping, mixed with the base borrowed time which also punishes the killer for staying near the hook.

Comments

  • IIITweedleIII
    IIITweedleIII Member Posts: 1,013

    With the introduction to Doritos Head 2v8 proven the idea that face camping a Entity's Cage is the best answer to this. When a Killer in ANY Trial, no matter which distance they set it as, should replace Hooks. And as soon as the killer gets that range, the Entity should shuffle the survivor away. That's it.

  • Sandt1985
    Sandt1985 Member Posts: 393

    Couldn't that be used to the killers advantage? Like, if a killer knows theres a few survivors nearby trying to go for an unhook, a killer could just facecamp to move that survivor to the other side of the map

  • hermitkermit
    hermitkermit Member Posts: 461

    If it's an option people will do it. It doesn't matter how discouraged it is, how unhappy it makes other people etc. there are simply some out there that will do it if they can- period. So if things really shouldn't be allowed then it's on the Devs for letting it remain in the game. As far as keeping playstyles and perks and things enabled in the game but maybe not used certain ways, then there needs to be both an incentive not to use them in that way and more of a punishment if you do. But even then, for certain individuals, if they can, they will regardless, but the Devs certainly don't have to make it easy.

  • Xernoton
    Xernoton Member Posts: 5,891

    I think depending on the situation it needs a combination of both. Incentives are always a good thing but if we go by that alone, the incentive would need to be pretty extreme in some cases to outweigh the other playstyle.

    Also, as others have already stated, it is no anti camping mechanic but an anti face camping mechanic. The important difference is that as much as we may not like it at times, proxy camping is a valid way to play the game. It's crucial we call it for it is because otherwise that creates wrong expectations.

  • Autharia
    Autharia Member Posts: 457

    I said in another post somewhere I'd like to see a point change for slugging. Something like if someone is slugged for a minutes the BP for the kill starts to lower and if they die on the ground the killer gets BP taken from them.

    In the theme of you aren't supplying the entity with blood letting someone bleed out on the ground

  • coolgue1
    coolgue1 Member Posts: 127

    Easy way to counter slugging after 2-4 minute of the entire time bleed out of entire team or mabe 3 so that would be half of an entire bleed out time after that 3 minute time limit is exceeded when they killer boots up into the next match they can't do anything they will be locked in place for what ever time that they slugged after 2 minutes out of 16 u would never see slugging again 2 people do understand jist how bad dbd has gotten u can play for a few hours and spend more then 30 minutes doing NOTHING HEPLESS TO EVEN PLAY it happening almost ever game recently slugg everyone at 5-4 gens all bleed out and oit time is waisted

  • IIITweedleIII
    IIITweedleIII Member Posts: 1,013

    How could it?... it has been the Executioner's exact method for caging. Why would anything change after the fact? Just because it would be a different killer all together

  • Xernoton
    Xernoton Member Posts: 5,891

    You know what else you would see? A bunch of killers going afk whenever the first survivor shows them a sabo or wiggle build (or just something that goes in that direction). I know I would do it every single time without fail. If I can't play the game anyway, then I won't be your plaything either.

    There are still reliable ways to make that happen especially in a SWF but because it mostly doesn't win matches and the counter play makes the game horrible for them only few people do it. Now imagine if you could weaponise it in that way.

  • Nazzzak
    Nazzzak Member Posts: 5,851

    I had a post awhile ago in the feedback section where I said they could actually make the thumbs up option post-game actually mean something. Whether it's a reputation system, or bloodpoint rewards, shards, whatever, allow the players to reward or acknowlege each other for good sportsmanship.

    It's not going to solve every issue but I feel like most people behave unpleasantly because they're anonymous behind a screen and there's no consequences or reasons to reconsider their behaviour. Having a stranger give you something rewarding just because you played a game with them would probably give you a bigger dopamine hit than playing like an ass would.

  • GeneralV
    GeneralV Member Posts: 11,716

    All we need is BBQ and DS.

    The perfect incentive and the perfect punishment.

  • dbd900bach
    dbd900bach Member Posts: 735

    Unfortunately, vice versa, toxic players would negatively rate other players for unjustified reasons. Even something as simple as a gamer tag would get someone a thumbs down.

  • Sandt1985
    Sandt1985 Member Posts: 393

    Sounds like survivors could use this to punish killers by crawling away and hiding so the killer can't find them. The olny way to completely prevent this would be for the killer to pick up that survivor right away, which isnt always the best call. IF I feel i'm about to get flashlight saved or pallet stunned, i'm not picking up that survivor until that threat has been neutralized by chasing the second survivor in question. Then, once i get a hit on that second survivor, if they are still out positioned, I'll go for an additional hit to down them. However, the first survivor could immediately crawl and hide during this, causing me to get lower blood points. This is a lose lose situation for killers.

  • DeBecker
    DeBecker Member Posts: 326

    As long is unfun gameplay is possible it doesnt matter what incentives you give them nor what punishments you have in place. You need to get rid of the possibilities for unfung gameplay completely.

  • coolgue1
    coolgue1 Member Posts: 127
    edited October 6

  • cclain
    cclain Member Posts: 111

    if killer dont slug , you cant do it
    if killer try to slug its normal for survivor to try to punish him
    if killer try to slug and its work gg to him , if not he lose BP.

    Thats a good call , its up to you to try it or not with the benefice/risk balance

  • Sandt1985
    Sandt1985 Member Posts: 393
    edited October 7