http://dbd.game/killswitch
Easy temporary solution to the "go next" epidemic
If anyone disconnects within first N minutes of the match (say, 2) everyone else is able to disconnect without a penalty. All players who disconnect without a penalty get to keep their earned bloodpoints and do not lose nor gain MMR.
This way, the remaining players are not forced into a doomed and boring match with bots because one person threw tantrum.
Comments
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I remember when capcom did this for resident evil resistance so that the person who dc gets 5mins penalty and unable gain awards to level their character and the more they did it the more harsher it got in terms of not the timer increase but the award gaining example must play 10 games without dcing and and all other remaining players was able to leave for free as well when 1 dc. Not sure whats so hard for dbd to do this.
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I'd support it. Would that include people throwing on hook as well?
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That would need a separate solution, since there's no way of telling whether the person on hook tried 4% just to go next or was new to the game / was trying to kobe bc everyone else was downed (other than manually looking at the match but bhvr has no replay system for that).
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This would be great for SWF's. Just rotate who disconnects and get maximum value out of it. :)
While your proposed solution alleviates the bad situation players are in after a disconnect, it is in no way a solution to the problem itself. As mentioned in the first sentence, it will likely encourage SWF survivors to disconnect more often.
A real solution would discourage the person from disconnecting in the first place, such as making them wait for the match to end and then applying a penalty on top. However, this could make it even more appealing for them to suicide on hook or simply go AFK, which also needs to be addressed.
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You can easily adjust it for SWFs by alleviating dc penalty only for players who are not in the same party as the person who dc'd. I don't see what's the big issue here. And while obviously dc's should be discouraged in the first place, I offer this solution because it a) easy to implement, b) solves the problem for other players in the match.
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There is no real solution man, mostly because they will know the reqiurements to avoid it or will go afk. Or do something worse like sabotage the game instead. Sadly the only solution is to somehow the game to be fixed for both sides so good luck with that. Although honestly if they just add bot killers I will play against bot killers anytime. I preffer them before toxic humans
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"You can easily adjust it for SWFs by alleviating the DC penalty only for players who are not in the same party as the person who DC'd."
- This is exactly how I would do it, or rather, it is the most rational approach. I think it should also be applied to playing with cheaters in relation to bans, in my opinion.
"I don't see what's the big issue here."
- The issue (not so big) was that you didn't address this beforehand.
a) It would indeed be easy to implement.
b) Not so sure about this. You stated that it’s a DC epidemic, but can the solution to a DC epidemic really be more DCs? At least not for the killer, who often has survivors DCing when they're losing, but never when they're winning.
All in all, what you propose is a good idea, but in my opinion, it’s not implementable with the low DC penalties.
SoloQ would just become a communal DC heaven. Game not going in favor of the survivors (a lot of other reasons too)? Praise the one using their 5-minute penalty joker for the greater good!0 -
"Go Next" is people's response to demonizing DC'ing. Somehow leaving the game has been rationalized in this community as a "bad" thing. So much so that you're actively (and socially) persecuted for doing it. Go Next is retaliation for that.
DC'ing leaves you with a teammate - a bot, but a teammate nonetheless. Go Next leaves you with nothing. Congratulations, you vilified us, so this is our response. It's the culture you created, I hope you like it. And now you're trying to punish this new trick, too (because of course you are). You can't keep punishing everything. It's like a tyrant dictating how people live their lives. The devs may be used to that in Canada, but we don't do that most everywhere else on Earth.
But the beauty of it is that you can't really punish Go Next, can you? The second hook stage is an organic and natural part of the game, and you can't force people to hit skill checks.
The gist is this: we're going to leave the match if we want to, you can't stop us. You could even remove the "Leave Match" button from DBD completely, and we could still close Steam or turn off our console. It's simply just something y'all are going to have to live with.
Y'all could've stepped off the hardline stance and relinquished to us. Instead, you're doubling down. People never learn.
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A temporary bandaid fix is better than doing absolutely nothing in that regard.
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"Not so sure about this. You stated that it’s a DC epidemic, but can the solution to a DC epidemic really be more DCs? At least not for the killer, who often has survivors DCing when they're losing, but never when they're winning."
I should've called it bandaid fix rather, not a proper solution. The main problem that stems from DCs is that the rest of the players are forced into a match with (almost always) predetermined outcome which is fun for nobody. Those players can avoid this by DCing without a penalty to search for a proper match. If I had an option to waste time in a doomed match vs not doing that, I would choose latter.
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Tbh nowadays the games are already decided anyways. Almost every game the killer is tunneling at 5 or 4 generators which leads to team wipe even if you do one more generator he already has 1 kill and already won because he can get the rest easier. That is literally every single game btw. Literally no matter the killer they all immediately start tunneling. You save they come back they abandon chase just to tunnel. So yes every game is decided unless its survivor with friend squad then they can do something about it but that is it.
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