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"Go next" prevention cant get here soon enough...

Member Posts: 8,919

Haven't really been playing much lately with the exception some 2v8 matches over the weekend, but saw a Pig video yesterday and figured I kinda wanna play her since I usually dont. Figured I'd try getting some dash value at loops...

This morning, I log on and hop on Pig... I've played 2 games so far and BOTH have ppl trying to "go next" on the first hook of the match immediately. First guy succeeded... 2nd guy got rescued before he could do more than hit 2nd stage. This is essentially proof that ppl will do this against ANYONE for no reason except they got caught.

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  • Member Posts: 8,919

    The frustrating part... Due to the BP bonus, that last team STILL got more points than me, lol

  • Member Posts: 8,919

    We really have to see how they go about filtering it. If the "go next" measures only target ppl who do this within the first 4 minutes or something... I don't think you'd get caught in that if you want out because 1 person killed themselves and another DCed.

  • Member Posts: 2,296

    I don’t dc so idk 100% but I’ve been disconnected before and you get 0 bp so I think if you willing go it’s also 0 bp. I imagine it is frustrating none the less though.

  • Member Posts: 8,919

    It's not treated the same as a DC, which is why the last screenshot showed them having more than 0 BPs.

  • Member Posts: 3,987

    Which I am not even doing, I said quite the opposite, lol.

    Yeah fair enough, I will admit I misrepresented you there, but it doesn't really change my point. You need small iterative changes regarding things like, especially for the nature of the anti-go next system. You probably shouldn't change anything at all about why people go next to ensure the system works as intended.

    All we currently got was a few killer-sided changes. Heck, even the Anti-Slugging change is killer-sided

    I disagree with you there. The slugging change isn't killer sided at all. You may claim the killer wins faster now on a 4 man slug, so they are more likely to slug, but is that actually true?

    No... its not, because the 4 man slug surrender change makes it no more effective than it already was (and its certainly not the easiest and most effective way to win as admitted by many of the lillers who do it). All it does is diminish the survivor side frustration. What does the killer get exactly? Less time to gloat over their win? That seems to be the opposite of a incentive to me.

    And while some things will be tackled eventually, it takes far too long. E.g. how long did it take for the Devs to nerf Alchemist Ring? The Add On was a problem from Day 1 and it took them YEARS. And quite a bunch of Survivors will probably have gone next due to a Blight bringing Alchemist Ring.

    Yes, but how much have BHVR done in the last year regarding player feedback compared to the previous 7 years? As of their new leaf regarding taking on board community feedback, they've actually done a hell of a lot just this past year alone...

    I realise that may not make up for those previous 7 years in your eyes, but you can't keep peddling that forever man.

    And my last point still stands - why should people be forced to play out games when they are already non-games from the start? I had a game against a Nurse a few days ago, one Hook Suicide and one DC pretty early in the game. Why should I have to stay in that game with the other Survivor

    Isn't this proving the entire point of this thread?

    Firstly these 2 players doomed this game for you, how am I as a objective bystander supposed to determine if game was winnable or not in this situation? It may well not have been, but how do you know for sure if this is what happened? This question is entirely what this change is meant to prevent.

    Secondly what makes you think you'd be punished after 2 players already SoH and DCd? Why do you assume that isn't taken into account regarding your own decision to leave? Clearly you've been in teh game enough time for 2 other players to die/DC, so what makes you think the system would affect your decision to SoH in any way?

  • Member Posts: 16,759

    Yeah, I mean, ideally the Survivors get a chance when someone decides to suicide on Hook or DC (a Bot does not count, they are useless). Because most of the time the person giving up is not in a team with the rest. But I think that this is too difficult to implement, because it should not be a disadvantage for the Killer if someone suicides on Hook.

    So I think the easier solution would be to allow players who are still in the game to leave without Penalty. They get their BPs they earned until this point and get replaced with Bots. And whoever wants to stay there (e.g. Dailies, Challenges, Achievements could be a reason) can stay there.

    But I dont really have fun in a game on either side if there is an early DC or Hook Suicide. It is either unwinnable as Survivor or not really a Challenge as Killer.

  • Member Posts: 16,759

    I disagree with you there. The slugging change isn't killer sided at all. You may claim the killer wins faster now on a 4 man slug, so they are more likely to slug, but is that actually true?

    No... its not, because the 4 man slug surrender change makes it no more effective than it already was (and its certainly not the easiest and most effective way to win as admitted by many of the lillers who do it). All it does is diminish the survivor side frustration. What does the killer get exactly? Less time to gloat over their win? That seems to be the opposite of a incentive to me.

    Thats the thing - the Survivors gain nothing there. The last person being slugged has less time being slugged, sure, but the rest might still be on the ground for up to 4 minutes. And it does nothing to make slugging less strong (and it is REALLY strong currently) and it does not even prevent griefing. If anything, it gives griefers another Kick because Survivors surrender. And you cannot really argue that players who want to grief (and people who go for 4 man slugs usually want to grief) get a great feeling when Survivors surrender.

    Heck, they dont even change Knockout in Phase 1, which is the most obvious culprit and a Perk which should not exist like that anymore.

    Firstly these 2 players doomed this game for you, how am I as a objective bystander supposed to determine if game was winnable or not in this situation? It may well not have been, but how do you know for sure if this is what happened? This question is entirely what this change is meant to prevent.

    Secondly what makes you think you'd be punished after 2 players already SoH and DCd? Why do you assume that isn't taken into account regarding your own decision to leave? Clearly you've been in teh game enough time for 2 other players to die/DC, so what makes you think the system would affect your decision to SoH in any way?

    Oh come on. Nurse is an unabalanced design failure, you have little chance with 4 people to survive. Do you really think that 2 people can win against a Nurse? The game is already over when it is a 3v1 since realistically your Gen Progress will go to almost 0 at this point. With 2 it is impossible.

    Second point… You dont know that. And neither do I, to be fair. But given their track record, they were not really effective with their measurements. From what we know they could even punish giving up to give another player the Chance to find the Hatch. With how killer-sided BHVR is since a few years, it would not surprise me.

  • Member Posts: 3,987
    edited February 28

    Oh come on. Nurse is an unabalanced design failure, you have little chance with 4 people to survive. Do you really think that 2 people can win against a Nurse?

    Just to clarify, I wasn't talking about having to play out a game where you are 2 left vs. Nurse. Your argument was that Nurse is brokenly strong, herefore games are non games from the start, so why should you have to play out the game?

    You then went on to explain how you were in a game that saw a player SoH early and another player DC... that does not prove that Nurse is broken strong and games are a non game from the start. That proves 2 players quit and doomed any chance you might have had of winning.

    Now I'm not stupid, I am aware Nurse is the best killer in the game, but my point is, your argument of players being forced to play out lost games is currently an unfounded argument. Most people agree that the point of anti-go next is to stop this immediately quit at the start of the game for no reason epidemic. Simply being downed early and saying "this Nurse is too good" is not a good excuse, as per my original example.

    Now in the 2 man left scenario, I would argue you should play out the game, because whats the point of starting the game if you dont intend to try? Yes you probably lose regardless, but maybe you manage to juke the Nurse 3 times? Maybe you hold your own for a whole minute. Thats the fun part of DBD is it not? I would take the gamble on repairing gens and seeing who find finds first, and go for hatch, since that is the point of hatches existence. Chances are she will slug for the 4k, and if you want to give it up at that point, then fair enough, no shame in giving up at that point... but just to inherently give up asks the question why are you even bothering to play at all?

    Yes Nurse is extremely strong, I've recommended nerfs for her myself, but if players are quitting as soon as they get downed because "Nurse is OP", they are contributing to this whole problem... how can anyone expect her to get balanced/nerfed when she gets smashed at lower levels and everyone quits at high level?

    What it boils down to is you don't get to pick and choose when you apply a principle. You can't have one rule for one player and one rule for another. "Oh you can't instant quit against any killer... except Nurse... Nurse is fine to instant quit". This leaves your argument flawed at the foundation, because your rule is no longer an iron principle, but a rule that bends and morphs whenever you see fit.

  • Member Posts: 16,759
    edited February 28

    I only answer to this, because you are once again misrepresenting what I wrote. You did that already in this Thread and I know that you did it in the past. This is what I wrote:

    And my last point still stands - why should people be forced to play out games when they are already non-games from the start? I had a game against a Nurse a few days ago, one Hook Suicide and one DC pretty early in the game. Why should I have to stay in that game with the other Survivor, even if it is clear that we will not win and dont even have a chance of winning? Why do I have to play out a game as Killer when Survivors gave up or DCed, despite the game being not a Challenge anymore and therefore not fun at all?

    I think I made it clear that the issue was not Nurse, but the two people giving up early. The DC happened basically when she blinked (so right at the start) and the Hook Suicide shortly after (probably also triggered by the DC, I cannot blame someone if they dont want to play with a Bot at 5 Gens).
    EDIT: And THIS is the issue. Players should not feel like they cannot win and DC right away, leaving the rest of the players in a non-game.

    I did not even bother reading the rest of your post since you once again start to write something completely different from what I have said. And I think this is really disrespectful. But luckily we dont have to engage here, so I would be fine if we just dont quote each other anymore.

  • Member Posts: 401

    Survivor role simply sucks. But yes, can't wait for BHVR to come with the pro-killer solution of punishing survivors with treating the symptoms rather than dealing with the actual problems.

  • Member Posts: 9,437

    Are there frustrating things in this game? Yeah, I don't think the game would be active without it. But I got to ask, what was frustrating about going against a pig? No boop? No snoot? WTH?

  • Member Posts: 478

    Then come up with a good solution, cause I cant even imagne bhvr to find a solution that doesnt make the game more frustrating for anyone that has an actual reason to go next.

  • Member Posts: 2,296

    yeah there’s a lot of newer players on the forum. Survivor and killer alike so well don’t take it too personal, they probably think pig is op.

  • Member Posts: 35
    edited February 28

    I'm not entirely sure why it is so surprising that people leave online matches. That exists in every online game. Rage quiting has been around for a couple decades at this point. You needed proof to realize the killer doesn't have to be Nurse for people to not want to be in a particular game?

  • Member Posts: 8,919

    Just need to nerf Pig, THEN I'm sure the survivors will be satisfied, lol.

  • Member Posts: 732

    It's a regular occurrence for me. The latest one, survivors had azarov offering, I had RPD. Auto haven was the map it selected. I tier up once with Myers and 2 survivors walk up to me, trying to feed me stalk, and clearly want to go next. They even had their map of choice and they still go next.

  • Member Posts: 912

    As I said many times some killers kit frustrates people regardless of how strong, weak or balanced they are. Pig is a walking gen slow down simulator and is the only killer that punishes survivors for their main objective.

    Once one person down and gets trapped that is alot of easy pressure worst depending on the map. You now are at risk of killing yourself or teamate cause of rbt and most if not all of them tends to bring the most sweatfest build such as undying, plaything, face the darkness and devour hope with tunneling to boot. I personally prefer pinhead over her anyday.

  • Member Posts: 912

    Do you read peoples comment carefully? I see you tend not to as per your convo in another topic with ratcoffee. I am making a general comment, as what I said means that me personally will go next based on what I describe.

    You make it sound going to a jigsaw box is an easy task specially on some maps. You still have to watch out and hope the pig does not attempt to tunnel which any stealth killer 95% of time proxy camps hooks anyways. Even if she doesn't, you still have to make sure you do not run into her all the while going for a box on a map like red forest/swamp etc.

    Most use both add ons that makes the timer goes very fast along with the perks I mention. I find it totally stupid and believe they unless their injured without and iron will, survivors should not be giving any notifications of searching for a box groaning eeeeeeh aaaaah like a monkey which can then have her easily sneak up and knock you down again and once again some maps makes it harder to try be aware of her.

  • Member Posts: 912
    edited March 4

    Am not gonna answer the why que up because I do not give up in matches duh. Do you know what general mean? I am not talking about your specific build, am giving an example of builds lol.

    No matter what killer or build you do someone will probably will not like it and that is life of a pvp games and just because I said what I said gives you no right to assume that I give up in matches which I do not. Anyways we are finished here.

  • Member Posts: 2,083
    edited March 4

    Not really sure a post needed to be made about this. Its pretty common knowledge already.

    But since it is, Until we get some info about what all these prevention systems are, don't hold your breath. If its like the anti-FACE camp, it'll be worthless.

  • Member Posts: 607

    I’m really cautiously optimistic about it. For me, It definitely depends on how the system will detect it and things like that. It does feel a bit like treating the symptoms and not the cause, similar to gutting skull merchant without tweaking any of the reasons that people found frustrating/difficult. I dont want another SM situation. The fact that she is still in the gutter is really upsetting and unfair for her mains. But yeah, for the most part I’m excited to see what we have in store!

  • Member Posts: 607

    True. I guess there’s just so many factors that it becomes pretty much impossible to try and “fix” everything cause at the end of the day anyone can find a justification to do anything for any reason. Humans kinda suck like that I guess lol.

    Hopefully the stricter penalties will help.

  • Member Posts: 8,919

    Were never going to get to the point where everyone universally agrees every perk, addon, killer, and map are perfectly balanced and fun. You kinda have to just do what BHVR is doing and setup both a penalty WHILE tweaking balance things instead of waiting for AFTER perfect balance is achieved.

  • Member Posts: 607

    Yeah, I agree with that. Everyone has different tastes and strengths and things. One person that can easily deal with a perk or a killer could be really difficult for someone else. The penalty should be helpful, and I’m assuming certain perks like slippery meat or things similar that are in play that it will be balanced differently around it.

    In any case, sorry you got DCs! Thats unfortunate.

  • Member Posts: 1,855

    People can downvote your post for any reason they want. I downvoted your post because reading the same complaint over and over again with more speculative "skill issue" commentary is low quality in my opinion.

  • Member Posts: 135

    The penalty for giving up on hook is specifically targeted at SoloQ, SWF don't do that so it's something that is only going to make SoloQ even more miserable. Guaranteed, people are going to stop playing SoloQ Surv, literally because of the penalties they'll get and because of the possibility of penalties ontop of no actual improvements to the game balance in any meaningful way.

    What's going to be left? Killers facing even more SWF's, which is going to continue to worsen game quality as it's quite clear that BHVR has no interest in actual health improvements for the game, just on preserving their own behinds at the expense of the community. We can check back if these changes are implemented after some time and see how much worse the game has become for Killers and SoloQ.

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