Regarding “Go Next” Prevention

How will they be able to tell if some is running a Slippery Meat + Luck increase build over just throwing?
Are they going to rework slippery meat to deter this or what?
Me and my swf occasionally like to run this build and I would hate for players to get confused for throwing.
Comments
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The game will see the perk you have and not penalize you if you are using Slippery Meat or Deliverance…etc. (My Guess.)
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How will they be able to tell if some is running a Slippery Meat + Luck increase build over just throwing?
To be fair, is there really -that- much of a difference between the two?
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What I wonder is how they'll ID someone giving up vs someone who just isn't good at the game.
Example: Running towards the killer.
I've had survivors run towards me not knowing I'm there and getting downed, I have friends who aren't good at looping run right into the killer. I feel unless the game will get an in-game recorder (to review playback) like Overwatch 2 or Fortnite, I'm a little worried of the accuracy of the system.
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You're playing as a survivor, so they don't care about you or your intentions. BANNED!
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"Your chases were too short, you clearly weren't trying hard enough. Now sit at the campfire and think about what you've done!"
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it’s actually really good when the team stacks luck offerings 🤷♂️
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Another thing that can be a cause for concern is: what if you 'tactically go next'. Here's what I mean:
We've all been in this situation many times already: two survivors have been sacrificed, the third is on hook and the fourth is somewhere on the map. The hooked survivor intentionally lets go so hatch spawns in quicker, giving the last Survivor standing a chance of escape.
Will the go next prevention mechanic factor this in? I can imagine that it's completely disabled once at least one Survivor has been eliminated.
But how will this affect the 'stick it out for rewards' mechanic? Will it give you less points because you let go on hook, even though you did so in order to help your teammate?9 -
I think something like this is going to have to be incredibly nuanced in order for it to work. There's a huge difference between giving up on the hook at 4-5 gens vs. giving up on the hook in a 2v1 to give your teammate a chance for hatch in an unwinnable game or trying to 4% when no other hope of survival exists. 4-stacking Slippery Meat + Up the Ante + 4 luck offerings is unironically good, the chance of unhooking yourself with those odds within 6 attempts is over 99% (56% escape rate per attempt with 6 attempts → getting the 44% chance of failing 6 times in a row is a less than 1% failure rate).
My point is - I don't know how it will be handled, but any sort of anti-go-next system would need to be very specific and keep these kinds of things in mind. But I'm all for it being a thing if they can make it work without falsely punishing players who didn't deserve it.
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Sure being bad at the game is gonna be banable too, right?
Survivors can't go next when they want, sure, it should have been fixed a long time ago, but what are they gonna do to survivors just running around, not doing gens, and playing "bad"?
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I understand your concern, but the developers aren’t going to pour all their time into changes that weren’t well thought through. They made a VP sit on camera, so I assume they are taking this very, very seriously. A lot of the feedback I have seen addressed so far reminds me of all the YouTube videos I have been watching from all the creators. The community managers definitely know who MintSkull, Hens333, Scott Jund, etc. are, and I trust that BHVR copying their notes means they copied the thought process shared by the creators, too.
There’s a big difference to me between someone attempting to self-unhook in the first 30 seconds of the match, and someone attempting to self-unhook to give someone hatch. I think the developers will first focus on the poopy heads that throw the game the SECOND they see a killer they dislike. There will most likely be a timer-based feature, and survivors that chase after the killer will likely be penalized. The only problem, as best shared by Hens in his video today, was the cheaters that hook everyone immediately. I had this happen twice IRL, but I do not remember if I was penalized or not. I’m not sure what they will do about pointing at a hook, but I have trust in the process.
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Remove Self Unhooks other than Deliverance Delete Slippery Meat Rework Luck Remove Skillchecks from Struggle Phase Add Spectating your teammates while you are hooked
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So basically slug with the added bit of spectating? No unhooks = slug cant get themselves up
No skill checks = slug just afk as they do now
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The only indicator I could think of to distinguish it is when the hook killing starts.
Right off the bat and you're immediately hooked with three other survivors available? 100% noticeable.
I think for situations of 1v2, it wouldn't be classified as it as the "go next" mindset normally occurs on the survivor's first hook stage early on in the game.
At least, that's how I read the patch notes. It wouldn't make sense to penalize a player for killing themselves when there's no way to achieve getting the gens done.
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Being as I'm a Myers main, I'm curious how this would work with Myers. I often get stalk early on fast and eliminate 1 player with tombstone before the 1st gen is complete. Would that be considered go next even if the survivor wasn't deliberately trying to go next? Or would it penalise players for intentionally feeding me stalk to get mori asap as some players do?
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I think it'll probably penalize the player when you attempt to self-unhook to reach second stage…and THEN fail the struggle skillchecks to die.
I'm hoping whatever system they use will try to take time in the match into account too, so something like someone suiciding on hook when there is only 2 survivors left total, and they want to get the hatch open, late into the match won't be penalized, but a survivor suiciding on hook less then 2 minutes into the match with 3 other survivors still alive will be. (I.E. a blatant case where someone is going next because they don't like the map or killer.)
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I think this would be a perfect opportunity to completely rework the luck mechanic, instead of messing around with the whole "what if they have a luck unhook build" thing.
Luck only affects unhooks, but this is an opening to just rework it into a broader effect, like chests and skill checks, or whatever else would be fitting.
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What about people who intentionally let someone die on the hook? I had a david who me and my friend reported 2 days ago past saturday( he got in trouble ty for that btw bvhr) this guy literally 100% griefing, failing akill checks, following us around, leading the killer to us.
When I got down by the killer who apparently was siding with the David, he was mass spamming the unhook animation till i die and t bagging. Situations like that needs to so be considered. Least he got banned like how immature can you be and then people wonder why players rather a 4 man swf.
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from the description it seems they will only punish people who miss struggle skill checks early into the second hook state (at least as far as dying on hook is concerned) so as long as their post is mostly accurate "getting griefed" shouldn't be on the list of things that get you punished
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How come my comment was deleted? It was a tongue in cheek reply. I've seen posts that right out slander BHVR not removed but an unoffensive comment made about BHVR in jest is removed?
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Honestly, my biggest concern is what if the match isn't worth playing. I've had rounds where the survivors in playing with have no intention of doing generators and all they want to do is run around and mess with the killer. So either I get stuck doing all five generators on my own or I let the killer get me so I don't have to get stuck with people who don't want to play. I'll play my heart out and love a good tense match. But sometimes you can tell a match isn't worth playing.
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Kobe still serves a purpose, if there's a chance of unhooking yourself then attempting to do so is a valid play.
I don't understand why theyre implementing a sanctioned 'go next' system for when everyone is slugged and thus in an unwinnable situation, but if your unwinnable situation happens to involve you being on the hook, you get penalised for it?
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Considering this is DBD, it's going to be disasterous as with almost everything that has been implemented in this game. What if your unhooker is injured and you're taking a hit for them? Would that count towards that as well? There are so many scenarios wherein survivors run into a killer not even realising, I've even done it with scratch mirror Myers.
Imagine getting penelised for that.
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What are you talking about? Bhvr. Is definitely going to go through with not well thought out changes, it's literally all they ever do. They are one of the worst companies that has ever existed since the dawn of time, accidentally stumbled on a game that can be kind of fun and now spend all their time tirelessly trying to destroy it. Now we get this blueprint where instead of fixing the game they are just going to make it even worse for survivors and completely destroy the game. Bhvr. should sell the game to a competent developer instead.
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How will they be able to tell if some is running a Slippery Meat + Luck increase build over just throwing?
I think the programmers probably have access to that information. It's in the computer and everything.
To everyone concerned about Go Next Prevention (for whatever reason <wink>) I'm not saying they'll get it perfect. There are always going to be edge cases they don't think of.
But if you just went through the perk list and searched for "Unhook" and then posted "WHAT ABOUT THIS PERK?!?!" in a panic… They probably already thought of your particular situation. But good lookin' out
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It's reasonable to be skeptical of the system but I'm sure they're going to play it relatively safe with the detection
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Probably because you don't instantly die if you go second? You can just wait for someone to unhook you instead of letting go?
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Exactly like when they have no terror radius idk this game feels like rl like your being forced noe to do something and this be the first offic8ap game to do this, Honestly this maybe ggs to dbd for me, I just smell that this will do more harm than good. Everything else is finr on map cept this.
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Yeah, there would be way too many "false positives" for this system to really work. I wish I could support the "go-next prevention" idea, but this is just way too flawed.
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No, as the survivor is dying at your end it wouldn't count.
The differentiation is the fact that the survivor is intentionally killing themselves on hook.
If someone is feeding a Myers stalk, you could say that is throwing the game sure — at the same rate, it's the survivor's fault for not using Line of Sight blockers or hopping in a locker in case of Tombstone.
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Yes. 100% agree - I talked about that the other day. They could definitely make the event of skill checks occur luck based. It defeats the purpose of Deadline, but regardless they need to rework luck and even the thumbs up when you end the trial.
No point of having it, either remove it or outright make it so when you thumbs up (you can make it sorta like Overwatch where you can only thumbs up randoms) and give a BP bonus. The game honestly is archaic when it comes to these features and I'm surprised Behavior hasn't done anything when it comes to "giving props".
Also, with the introduction of M&K to console, hopefully we get a better report system that allows us to type rather than give the generic reason on why we are reporting people too.
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The luck build is extremely strong. It's essentially free self-unhooks for the whole team since with stacked offerings the odds of unhooking yourself is like 97%
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And it doesn't even matter if it defeats the point of deadline, because deadline is already detrimental anyway.
Yeah, as a console player I hope that, as well as the report thing you mentioned, we get text chat too. Not because I'm a toxic terry, but in the rare good survivor game or funny killer game (where we still play the game normally), It really sucks to not say anything or see anything they say. Though I guess it wouldn't be great to be able to see those wannabe 'juicers' calling me slurs or whatever else.
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Oh yeah, no - I personally think Deadline is terrible I'm just saying that Behavior might look at the luck feedback and see that it overrides with Deadline lol.
Luck should be tied to how many skill checks occur because obviously you're lucky to get progression on gens and healing, it makes sense and would actually help spread what "luck" is rather than it just being tied to hooks.
Yes, putting more information on why you're reporting is much better. I don't know if PC people need to attach a video, but I've had a game I remember years ago with randoms that I had where I was in basement.
One of the survivors came to grab me, but she beat me to the staircase along with the other two survivors and held me hostage in the game for quite a bit of time and it would have been nice to simply type in the chat report system like PC players do. Instead console players have to functionally use the drop down menu, record the game, upload it to Behavior's website or whatever, and it's much more seamless on PC.
@MrT1412 , I don't know - it's a niche build and only works in SWF. A lot of the discussions on strong builds get lost on me as I don't normally play four man SWF and I think Slippery Meat (if not in a full stack with luck offerings) is kinda bad.
I had a Nea run it with two luck based offerings, I'm assuming her and her duo ran the luck stuff and she literally put herself in deathhook due to it. It's not strong unless 4 man SWF and such a niche build idea in a full stack that it's not really an issue, at least to me but hey, what do I know?
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tbh i wouldn't make any difference between random teammate going next and random teammate using Slippery Meat and luck based builds, both are throwing the match
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If they remove self unhook then you can count on perks to change. Self unhook may only be possible with a perk with limited attempts not decressing the meter.
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