Stronger Penalties to Improve the Dead by Daylight Experience
I would like to address the lack of penalties and the apparent leniency towards toxic behavior and rage quitting in Dead by Daylight.
Firstly, I want to acknowledge a significant improvement: the addition of bots to replace players who rage quit. Previously, when someone left the match, we had to continue with one less team member, putting us at a significant disadvantage. The bots have provided much-needed stability during games, which is a step in the right direction.
However, toxic in-game behavior remains an ongoing issue. For example, some players intentionally allow themselves to die on the hook, or drop pallets unnecessarily, even when the killer is not nearby. This is sometimes done to repeatedly slide over pallets, creating constant visual and audio notifications that disrupt the match. Such actions harm the team and create frustration. Unfortunately, due to the lack of effective penalties, players engaging in such behavior face no real consequences, which encourages others to do the same.
Regarding in-game disconnections, while the introduction of bots mitigates the immediate impact, it does not fully resolve the problem. Rage quitting continues to disrupt matches, and the current penalties are insufficient to discourage this behavior. I suggest implementing exponential penalties: for instance, if a player disconnects one day and repeats the behavior the next, their punishment should increase progressively. A mere one-minute ban is insignificant and fails to prevent repeated offenses. A system of escalating penalties would better address frequent disconnections and create a stronger deterrent.
In summary, while the addition of bots has been a welcome improvement, toxic behavior and rage quitting remain persistent issues. A stricter and more effective penalty system is essential to preserve the integrity of the game and ensure a better experience for all players.
Comments
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I actually think the toxic behaviour you mentioned is primarily the result of the dc penalty. Trapping players who have given up in the match results in this because they don't care. I think that removing the dc penalty (or at least reducing it) and adding an avoid as teammate function would likely be an improvement.
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I think adding the feature you mentioned, allowing players to avoid toxic teammates, is a good idea and could improve the overall experience. However, it wouldn’t fully solve the core problem. If some players are mentally unable to handle playing through a single game of Dead by Daylight without giving up or acting out, perhaps they should reconsider playing instead of ruining the experience for others who want to enjoy the game.
Removing the disconnection penalty, as you suggested, would likely exacerbate the issue rather than resolve it. If there are no consequences for quitting or engaging in toxic behavior, some players would take advantage of that leniency, knowing full well that they wouldn’t face any repercussions. This would ultimately harm the majority of the player base—those who are committed to playing fairly and responsibly. Why should players who want to enjoy the game properly have to suffer because others refuse to respect the rules and their teammates?
Instead, I propose a more balanced solution: introduce a new gameplay option, such as a ranked or competitive mode, similar to what many other multiplayer games offer. This would allow players who are serious about teamwork and fair play to enjoy a structured and meaningful gaming environment. Meanwhile, a casual mode could cater to those who prefer a less rigid, lower-stakes experience.
By implementing these changes, Behavior Interactive could better address the needs of both groups: competitive players who value a serious environment and casual players who may not always approach the game with the same commitment. This dual-mode system, combined with effective penalties for toxic behavior and rage quitting, could strike the right balance to create a healthier and more enjoyable community for everyone.
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'[…] to repeatedly slide over pallets, creating constant visual and audio notifications that disrupt the match. Such actions harm the team and create frustration.'
These notifications can be heared & seen by the killer only. It doesn't affect the 'team' but it only affects the gameplay for the next chases…
Anyway, such behaviours can't be solved by penalties as exponential as they are…1 -
I suggest implementing
exponential penalties
: for instance, if a player disconnects one day and repeats the behavior the next, their punishment should increase progressively. A mere one-minute ban is insignificant and fails to prevent repeated offenses. A system of escalating penalties would better address frequent disconnections and create a stronger deterrent.
We already have exponentially extending DC penalties, which is why people choose throwing on hook if they want to get out of matches.
People suggest removing the unhook attempts or banning those who engage in disrupting behavior, but there's a way around all of that. If a person really wanted to get out of a match and there was no DCing or throwing on hook, they could just do a chest, totem, or even a generator, and just commit when they see the Killer coming and just let themselves get yoinked or downed. For all the teammates or the Killer would know, the Survivor just wasn't paying attention and didn't realize the Killer was coming.
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I take note of what you’ve said, but I also notice that you didn’t mention anything about adding a more serious ranked mode. Even though I know BHVR is quite reluctant on the subject, it’s becoming really frustrating to constantly deal with the toxicity of certain teammates.
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I'm not sure how that would help. What is to stop the "more serious ranked" players queueing into the casual lobby so they can stomp on their opponents?
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Just remove the ability to remove yourself on hook unless a perk is in play, problem solved.
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Someone at BHVR saw this post, jumped in their time machine, went back in time and implemented your suggestion.
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