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Add More Meaningful Tutorials to the Game
I think a huge reason why the solo queue experience is so bad is because players are bad.
And players are bad because they don’t have a clear understanding of what is good and bad in the game. They just load up, play and hope for the best. This leads to having to balance the game around players, especially solo queue, survivor, just being bad.
It also makes it so that new mechanics or perks can’t be introduced because the game is balanced around bad survivors.
The game needs to have a way to raise the skill of the player base as a whole and I think more meaningful tutorials can help with that.
Example: fighting game training rooms
Many fighting games have training rooms where you get a set of player specific tasks to complete. When you complete them you get rewards and better proficiency of that character. That raises the overall skill level of the players and the player base.
If Dbd had tutorials for solo queue survivor such as:
*Best times to unhook teammates
*How to loop a pallet
*How to loop a window
*How to identify a certain tile
The solo queue experience would be a lot better for solo survivors AND killers. Solo survivors wouldn’t be so lost and killers would get more meaningful game play from survs.
Some will say “you can go on YouTube to learn this” or “you can learn this through playing the game for xxxx amount of hours”
To which I’d say A) you don’t want learning key parts of gameplay to be mostly done OUTSIDE of the game. base gameplay mechanics should have tutorials IN-GAME. Higher level skills, yeah go to YouTube for because that’s cherry on top. B) it shouldn’t take more than 100-200 hours to get good at BASE mechanics. 1000s of hours is going towards MASTERY level of concepts. Joe schmoe who plays dbd for like 2-3 hours a week or just picked up the game shouldn’t be forced to go to youtube to learn how to be decent at the game. Not great. Just decent.
So why are some people with 1000s of hours still bad?
Because they’ve practiced bad habits for 1000s of hours. If you give them a simple framework to follow, they can unlearn bad habits and get better ones over time. Also new players come in learning the better ways so they spend less time unlearning.
You should not have to spend 1000s of hours to be decent, not good or great, at a game. That’s bad design imo.
”People will just ignore the tutorials and do whatever they want”
True. There are a subset of players who will just ignore the tutorials and do whatever. So, reward the players that do the tutorials.
At the end of each individual tutorial - x amount of blood points
At the end of each tutorial class (a set of tutorials on one subject) - x amount of iri shards
At the end of the full tutorial - a special mmr boost that either raises the soft cap for your account or gives you a permanent mmr floor that doesn’t go below the current soft cap.
Make the iri shards equal to purchasing an original killer or survivor and the blood points equal to 1 prestige level (roughly 1 million) so that completion instantly unlocks something someone wants.
This also Shoulders the Burden (badumtiss) of the new player experience having so much content to grind for. instantly unlocking something shows them
*how to use the store
*how to navigate bloodwebs
Instant reward boosts new player retention AND increases skill level of new (and some old) players, increasing skill level of the player base overall.
Will changes be instant? No, but over time, players will get better, the experience of the game will be better for solos (and thus the whole community), and it opens up more design space for the game as a whole.
Comments
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I like the idea of having more extensive tutorials. By the end of the current ones, you know how to do gens, get hatch, and maybe get m1 hits.
But I think tutorials shouldn't include looping, heal tech, tunneling, proxy camping, 360s, etc.
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agree it shouldn’t include “techs”. They already include strategies in the tooltips so that’s already there. But base looping concepts should def be included. Check spotting and all that I’m fine with leaving out, but looping is such an integral part to the game that giving people at least a clear idea of what to do makes base gameplay better.
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I very much disagree with this. Looping is critical to learn, but shouldn't be part of the game at all. It was never intended by BHVR, but they just leaned into it since players discovered it was possible. It's existence really takes away from whatever is left of the horror aspect of the game for me.
I still like the concept of the game and play if for that reason, but running around a rock a bit and then doing some weird chase around windows is by far the least thematically appropriate part of it for me. I think looping should be gradually nerfed into the ground over the course of years and BHVR should lean into a more horror themed approach to the game. I know lots of people think chase is the most fun part of the game, and we all had to spend lots of time learning it, but I really find it the most boring part and would personally prefer tense, somewhat brief chases.
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that’s your preference, which is fine, but it’s clear that while not intended initially in the game design, bhvr has leaned into looping as part of the base gameplay to prolong chases based on the design of perks, maps, and tiles. So if they’re making it a feature, they should give an idea of what the tiles are intended for.
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Agree to disagree. Different perspectives are good to share though :)
Edit: But I also don't want to seem combative, so my thinking is this - I think that since looping wasn't intended and a lot of us got into DbD expecting a horror game, I would like them not to treat looping like a core aspect of the game, even when the game mechanics treat it as one. Personally, I wish the main game mode was more like Lights Out.
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didn’t seem combative at all. We’re just discussing what we think could make the game better 🫡
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