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What to do about survivors "going next"

Testoviron
Testoviron Member Posts: 26
edited January 23 in Feedback and Suggestions

Players have no incentive to stay in a match (bloodpoints are WORTHLESS), and there's nothing to discourage them from leaving.
Matches are also often (considered to be) a foregone conclusion, because the meta for killers is to snowball as hard as possible, in the least fun way possible - by killing a survivor ASAP. It's not the killers' fault, it's just how the game is designed.

So if a survivor feels like a match is going to go poorly for them (someone got downed quickly, the map is hard to play on, the killer is frustrating to face, etc), they prefer to save themselves some time and frustration and go next. And there's no reason for them not to.


So what to do about this issue? The answer is twofold.

1. Give survivors hope. Give them hope that they can escape even if the match is going poorly.
>How though?
By discouraging kill-based snowballing (slugging, tunnelling) and incentivising putting pressure on the entire survivor team.
>And how do you do that?
By making killer wins based on hooks instead of kills (no reason to slug or tunnel if it doesn't win you the game), and by giving the killer bonuses, rewards for hooking (like Grim Embrace does.)

A rubberband mechanic for survivors AND killers would also be a healthy addition to the game. A survivor dying shouldn't drag the rest of the team down with him.


2. Give players a reason to win.
Currently, it is pretty immaterial to a survivor whether or not he or his teammates survive the trial. There are no rewards for surviving. He doesn't miss out on anything by going next.
There's also theoretically no reason for the killer to hook even if hooks are the win condition. You don't get anything for hooking survivors, and killing them might very well be more satisfying to you than meaningless "winning" with no reward.
If there was a ranking system where you could receive cosmetics, charms, status symbols (your rank displayed next to your name), winning would actually mean something.

I think this is what it comes down to.



With such additions, it would also make sense to implement far harsher penalties for going AFK/giving up/disconnecting, to punish trolls who give up no matter what.

This is my take on it. Incoherent rant over.

Post edited by Rizzo on

Comments

  • hermitkermit
    hermitkermit Member Posts: 514

    Yes! I remember that conversation fondly. I think giving incentives such as special cosmetics, banners, icons, a lil entity pet or maybe even item skins or things like that as rewards for meeting achievements in matches is a great idea. Pushing the game towards a healthier overall experience where both roles are rewarded with more than just BP. It would be a shake up in the right direction I believe.

    The game has so many small parts that make up each role, and currently those small parts seem overshadowed by the “win/lose condition” it should matter how someone wins not just if they win. Someone that hides all game and waits for hatch should not be rewarded more than someone who participated in chase and completed gens. Someone that doesn’t get a kill should still be rewarded for all the multiple hooks on multiple survivors they get. Right now the game feels like it doesn’t matter how well you did in the match, only the end result. It reminds me a bit from when I was a kid, the people that cheat on exams or homework always used that kind of mentality “it doesn’t matter how I get the answers, only that I get them” And in the current landscape of DBD, it fosters that kind of thinking, which is a shame because it puts so much more pressure on people and can take away the fun! Those individual parts should make more of an impact than they currently do.

    …plus I really want a little pet entity crow 🫠🐦‍⬛

  • TwinsMain2004
    TwinsMain2004 Member Posts: 143

    First of all the time to make the game about hooks over kills was years ago when MMR first came out

    Yall mocked people like tru3 for saying it and here we are

    Secondly There is nothing you can do to stop people from giving up in DBD You can only make it as hard as possible

    A good start would be to remove self unhook

    AND make it so Survivors either get kicked from the game is the have 3 crows for too long when not slugged

    You cant stop pallet griefing but you can make it reportable

    Also yes i know killers can bodyblock to give a survivor a dc penalty with #2 but i assume that would be fixed if they added it

  • Ayodam
    Ayodam Member Posts: 3,281

    I think survivors actually are replaced by bots if they idle too long. Not 100% sure but I believe they’re kicked from the match / disconnected and a bot takes their place.

  • TwinsMain2004
    TwinsMain2004 Member Posts: 143

    Yea making the CHASE game about hooks instead of kills is awful idea

  • Testoviron
    Testoviron Member Posts: 26

    Maybe the idea wouldn't be so awful if it was complimented by a comeback mechanic, to make tunnelling/slugging less viable.
    It would be hard to abuse the system to de-rank while still "winning" the trial from a psychological perspective. You would just be de-ranking at that point, all while getting dunked on by survivors.
    And you can do that right already, right now, you can "game" the system by intentionally taking losses, going AFK, etc. to lower your MMR. Changing the killer objective wouldn't change that.

    I'm not really sure what your criticism here is.

    And I'm not sure why you're so quick to accuse people of arguing in bad faith.

  • Massquwatt
    Massquwatt Member Posts: 469

    I don't know about a rubberband system, dead by daylight is an assymetrical game at heart. The 1 v 4, the dynamics between killer and survivor are hard to adjust for and frankly, wouldn't be fun because realistically the only thing you could feasibly account for in a rubberband system are generator speeds and that's just an awful idea all around.

    Faster gen speeds if you're winning too hard as killer? That's no fun.

    Slower gen speeds if you're winning too hard as survivor? That's no fun.

    Not to mention it'd throw the balance of gen-related perks completely out of whack on both sides.

    I also think that at the most simple argument is that if either side is performing poorly or making too many/aggregious mistakes, why should they be rewarded at all? Dbd is a pretty punishing game and losing really sucks but I don't think having a system in place that rewards bad/sloppy play is a good idea.

  • SharonPancakes
    SharonPancakes Member Posts: 58

    Just bring back rank based matchmaking, it rewards individual effort and gives a reason to play a match out regardless of outcome.

  • Chilli_man2400
    Chilli_man2400 Member Posts: 2,947

    one complaint I always heard was that solo survivor feels hopeless if the killer tunnels out and your stuck with 2 teammates you feel hopeless.
    1v4 is the standard and 1v1 you have the hatch and end game collapse.
    but when your at 3v1 you feel lost if your not communicating.

    I feel there should be some basekit mechanisms to fix the hopelessness might sound op but there spit balling

    1. If the killer kills 1 survivor and there’s 5 gens left an item spawns in the middle of the map. It’s a insta BNP that will instantly complete a gen(pretty much 1.0.0 BNP, NOTE will only spawn if there are 5 gens left if there are 3 survivors only alive)
    2. If the killer is slugging and a survivor is on the floor for more than 2 minutes the survivors should gain the ability to kill themselves so they don’t have to stay on the floor

  • syxxczr
    syxxczr Member Posts: 1

    Great ideas. The current game environment is very bad, and more than 2/3 of the games in the solo queue of survivors will feel powerless and hopeless. The killer can quickly change strategies to kill all survivors:

    1. Among the 4 survivors, there will usually be 1-2 people with poor operation, and the killer can quickly kill them 3-0.
    2. The killer can stay near the survivors who are hooked, because the survivors will definitely come to rescue, and the killer can take advantage of the survivors' mistakes when rescuing people.
    3. The killer can stay next to 3 or 4 adjacent generators. The killer with a one-shot kill and stealth mechanism can quickly knock down the survivors who are repairing the generator.

    In short, the survivors have a low tolerance rate for mistakes. All four people cannot make mistakes. Just one mistake is enough to reverse the situation. But there is only one killer, They can make mistakes, the killer has the initiative in the game, and They can take the initiative to change strategies.

  • indieeden7
    indieeden7 Member Posts: 3,433

    Who mocked Tru3 for saying wins should be based around hooks? It's been pretty much UNIVERSALLY agreed upon for years

  • piplup55
    piplup55 Member Posts: 42

    remove dc penalty. it's that simple. people will always give up, but it's better to have a bot than having an afk or one less teammate. if they don't want that, then they should try to fix all the things that makes survivor miserable like blight or slugging.

  • WolfePhD
    WolfePhD Member Posts: 92

    Faster gen speeds if you're winning too hard as killer? That's no fun.

    Slower gen speeds if you're winning too hard as survivor? That's no fun.

    Why is it fun in 2v8? 2v8 is intentionally designed to be fun. Why would they put it in the "fun" mode if it wasn't fun?

    Yes. Let players choose the difficulty of their matches again! I miss goofing off with people in DBD. Now I can't really do that.

    Thank you for speaking the truth. Kills have always been prioritized over hooks. Players that prioritize hooks are more casual.

    I am not saying this to be rude — but did this actually happen? I might be blinded by my own views here, but all I know is that the streamers who are truly talented at playing Dead by Daylight tend to complain so much it becomes part of their identity. It does not compute in my head that the same person that is currently encouraging slugging to prove a point also wants to balance and improve the game's health by providing solutions instead of giving the community new problems to solve. If the content creator you described actually, legitimately, seriously thinks that wins should be based on hooks, I will need to step outside, smoke and reflect that I actually might agree with that specific content creator for the first time in my entire life.

  • UndeddJester
    UndeddJester Member Posts: 3,734

    I just wish players who regularly SoH and DC could be put into some low priority queue with each other or something. Seems a fitting punishing for wasting everyone else's time.

    Played 20 games today, DC or SoH in straight up 10 of them. Honestly wouldn't care if they got banned for a week at this point. Just get them off the game.

  • PetTheDoggo
    PetTheDoggo Member Posts: 469

    I wish there was behaviour score like Dota has. Then simply survivors who like to give up often, are going to play with survivors who also give up…