What can potentially end the "soloq" problem? A serious inquiry.....
Why do most survivors find it so hard to win in SOLOQ? Is it they're own lack of skill, perk choices, or because they are paired with "bad" teammates? What have I encountered? Well…I'll give you a number list but there is more to it.
The game starts……
- Survivors cleansing totems that are not lit for BP only.
- Survivors staring off into the sky admiring the sky not doing anything really or AFK.
- Hiding in the bushes waiting for the one perfect flashlight blind.
And 4 is the biggest problem every single survivor team faces despite level and is the most important.
4. Survivors roaming the map, NOT DOING GENS. AT ALL. That's it! That's it!
Now I can add more things to the list that may not be all that important, but listen number four is the most important. I've been in games with people who are literally not participating at all! Why join the game if you're just going to walk around and do nothing that has anything to do with the objective - ESCAPE. Look, I expect lower levels to get slaughtered by a killer. They are just getting use to the game. But a team of 2 high level players, should know what they are doing- GENS. If you dont touch a gen until 2 of your teammates are eliminated then you should just leave the game. A bot does more surprisingly. A bot will heal you and then run to a gen. Human players? Watch you in chase,….cleanse a unlit totem. I think if the devs made some big changes to the point distribution system survivors would actually get active or receive barely anything. We all have seen it… people doing "unlit totems" so they can get that 1000bp just for a simple cleanse. I would not reward the most bloodpoints to the players in-game who do not participate in the objective of the game at all. Thats why most of the players who are not trying to win are playing, ….just to get a few points, die off then go to the next game. And do it all again. And it ruins the game for people who want to win but have fun while doing it.
I think players who participate in completing the objective should have the most points rewarded to them after the game ends, not the people who engaged in chase and died fast or unhooked and healed most. Any experienced player knows, GENS matter; its how you win. We can cleanse a unlit totem, it shouldnt reward nearly anything because too many people get away with doing it just to throw the game and die on hook after. A hex totem, now the reward is bigger. Chase should and does get rewarded, but people who do the objective should get significantly more bloodpoints than the players who stand around and never touch a gen once. The points should be reduced big time if your not doing the objective. Healing a teammate is fine. An unhook is fine. But standing around doing nothing until it happens when you can be on a generator with a teammate who is trying to win should be priority. Sadly,….it isnt. I really bet, if players who join with the intent of doing nothing but stand around and flashlight click and watch got nearly no bloodpoints in the end, they might not bother joining at all. Ive done 3 gens by myself with the "built 2 last perk" and a toolbox, alone. Everyone else was running around chasing a killer with a flashlight. A flashlight. Not hiding, not evading then doing gens. Just chasing killers with flashlights hoping to land that one blind. Then they wonder why they eventually, not too long after, get hooked and die. Does it make sense to avoid the killer when the heartbeat is there? Then when he moves away resume gen progress? Make sense huh? I can for sure do 3 gens alone. What are the other 3 players doing? Something, ….something else and dying. They get rewarded for chase. Thats wonderful. But when they get more than the guy who carried the whole team, ….big problem. Generator participation, should take precedent.
The clutch play people was all looking for has been there all along,….it was just doing gens! Thats it. Hiding from the killer and if I get caught and hooked, either heal or head to where I know there is a gen running and finish progress. Chase matters. But generators matter more than chase to me. Both get done, but one is more important than the other. Or get this….it make sense to put players with the same MMR in the same games with each other. High levels with high levels and low levels with low levels. Not one high MMR ranked player with all lower rank MMR players. One player shouldnt be forced to carry a low level team. I mean if we had a need to make sense would that help this issue? Killers with high player ranks against people who have similar levels. Things would go different for all of us wouldnt it? Just saying. What do any of you propose would "fix" the problem? A party system? Where a team or players you worked good with can choose to stay together as a party and go into matchmaking again together against another killer. I mean, wouldnt that help? Your thoughts?
Comments
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Well said. Sadly a lot of the soloq issues come down to people not doing what they should do in certain situations.
The scariest thing to encounter as a killer is not a SWF by default. It's 4 people that all know what to do, when to do and how to do it.
Sure, communication does play a big role, but many things CAN be found out by contextual clues. It's there. People just have to react to it.
How does one solve this issue. In my opinion, better beginner perks and a better tutorial. Problems always start at the roots. The new player experience in dbd is still awful.
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4 survivors running sprint burst and built to last, all with toolboxes. Gen rushing is a thing. It can be over so fast man.
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We can't really fix stupidity. So, no matter how many base-kit stuff would get added, the new palyers would still be oblivious to it. But we can do this:
• Make a good tutorial. Teach the survivors about some of the base mechanics (AFC, post-hook endurance, ect.), as well as some of the basic killer knowledge. This could be achieved by making a tutorial match against all killers (similar to the tutorial match with bots we have now, but against all killers). Of course, that would require a bunch of resources, so...
• Make all survivors able to see eachother's perks.
• Add a ping wheel (NOT a chat) with basic options like: "I'll unhook!" "I'm on a gen!" "The killer's camping!" etc.
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Stupid teammates is not the cause, it is a consequence. As soloQ is the worst experience in the game, smart players avoid playing it, and so you're left with mostly new or bad players, which in turn makes soloQ even worse and so even more good players leave etc. The rare good players left, usually don't care about winning either, since they have realized it's prone to frustration.
As to how to fix it, there's no short-term solution, but at least one thing I can see the majority agree with is to remove the dumb selfish perks like Left Behind or Sole Survivor. SoloQ is already selfish enough, the game should not encourage it more. I'd argue you should also get bonus bloodpoints if you're getting tunneled/camped and taking hits for your teammates. Currently, the person getting tunneled is guaranteed to die with the lowest amount of BPs, despite having the most important role, and the Claudette who hides all game for hatch gets the most BPs. this is completely backwards.
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Prevent self-sabotage (early hook exit) would already help a lot.
When survivors are grouped with that kind of losers, they have little chance to escape and their MMR goes down. By going down they are grouped with unlucky or inexperienced players (and more self-sabotaging losers) which doesn't improve their chances to win.
It's basically the vicious circle of MMR Hell.
Fix that and things will already improve.
By extension, maybe the MMR shouldn't be lowered too much if someone is in a "no win" situation. (e.g. the aforementioned DC or after someone has been tunneled out)
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What you describe are not Solo Q issues. They are bad player problems.
The solution is a better matchmaker. People who hide all game and get a cheap escape at the end after the rest of the team dies should not be in the same lobby as survivors who actually do gens and treat DBD as a team game.
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Im very aware of that.
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They’ve tried one of the main solutions already: make the mmr brackets way more strict. This way the tunneling blight with 4 slowdowns can be paired up with the equally sweaty swf more often. The main issue is that there’s no consistency with the quality of teammates because the bracket is so vast.
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The survivors I play with in solo queue on the whole seem to know what to do. Sure you get the occasional one that doesn't do anything that registers on the HUD or very occasionally someone letting everyone else die on hook, stood in the corner holding a key.
The biggest problem isn't the skill of survivors for me, it's the ones that just kill themselves when they're the first hooked or when they see what killer it is, just stand there to get downed and then kill themselves. This happens way too often and just instantly ruins the game. I see it when playing killer also for no apparent reason and I hate it because it just makes the match a complete waste of time. Why bother even playing at that point?
It needs addressing big time because it is slowly killing the game for a lot of people.
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While there are challenges and adept goals people will always do things like cleanse totems. I know if I'm trying to get a particular challenge done I'm doing the challenge regardless of what anyone else is doing. On 1 hand it's good because gens pop so fast, secondary goals are needed. But on the other hand if half the team have the goal to escape for adept and half are hunting totems then the team is split and not on the same page. Even if MMR was fixed, people in high MMR still could have challenges to do. Maybe if there was a specific game mode for doing challenges it might help but I doubt it as it would probably get abused in some way.
Oddly enough I been struggling to do "escape via hatch with a map in hand" challenge. Best way to get that is when all other players die. If players are alive they will wait at the gate until egc runs out so hatch doesn't spawn. In this situation, sorry team but your death is my gain lol
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The solution is simple. Stop catering to bad players, and make MMR great again.
The ones who can't hack it need to improve or quit the game, not be balanced around. Never before has a game been balanced around casual players exclusively, but DBD is special I guess. Like the OP says, it's usually survivors playing bad that leads to them losing, as opposed to any agency the killer has, because they have absolutely none most of the time, in chase and on gens.
Now, good survivors losing because of bad teammates isn't their fault. Given 3 more teammates like themselves, they'd escape nearly every time. This is what MMR was like when it first launched. Like-skilled, like-hour'd teammates got put together, and gave killers a really tough time. Instead of seeing that game state and balancing around it, which tbf the devs did do for the first few months after that, the devs later decided to not only leave MMR at kills/escapes only, but to make it less strict. Instead of you having 6000 hours in-game and getting matched with teammates of similar hours, they randomly started allowing 800-hour survivors into your lobbies. So killers started winning a lot after that, and it had almost nothing to do with the buffs they got. It had almost everything to do with bad teammates being shoehorned into lobbies they had no place being in, just to shorten queue times. I liked that the devs added team MMR in, giving you less MMR gain for an overall survivor loss, and more MMR for an overall team win. But either that didn't do anything, or the damage from the previous change was too much, because from then til now, we're still getting mass reports of being stuck in MMR hell no matter how well we play.
The devs' current strategy is not working. They're trying to buff the most uncarryable survivors among us just to even the playing field with killers, and it's just making killers more frustrated, having to play sweatier against teams who were already capable of beating them, and we see no change in the state of solo queue. They need to stop balancing around the bottom, do more changes to MMR (there's so much work still to be done, it's not even funny), and for Pete's sake, show the MMR! Let us see what level we're at! It makes it impossible to have constructive discussions on this game, because nobody has a base of who's good and who's not to work off of!
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Bingo. It needs to be way more strict. I don't care if it lengthens queues by a mere minute, like it used to, because at least back then you knew ######### you were queuing into. Now, you can go on like a 10 loss streak, because of bad teammates, not because you played bad, and then randomly be put with a team that would've blown all your previous killers out of the water. Why would you do that? Why would you make a system where survivors who don't know what a gen is, get put with 5000 hour players? We know the MMR system is there; it's just stupidly inconsistent and forces mismatches.
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Agree with this.
Pair bad killers with bad survivors, and good killers with good survivors.
And also adjust the MMR to take other things into account, not only escapes and kills. You can escape without really cotributing and die after dragging the killer through a 5-gen chase. Same with killer.
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Some concept of communication would definitely work out. Something as little as labels to allow Players to describe themselves so the team could have a whack of what hands they were dealt.Inversely players should be able to in some way be able to put tags on players they’ve previously played with, maybe like color coded usernames so they know what to, and what not to expect.
I always think perks could use a little communication to, such as head on showing locker aura, deli showing some indication that its in use, similar to unbreakable.
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