what can be improved here to have this survivor want to stay in the game?

I know with them announcing the "go next solution" people are worried about false positives and that BHVR will use it to just keep unfun mechanics in the game since you can't just leave, And it is a game at the end of the day. But there's also the opposite end of the spectrum of people who just don't seem like they fit in this game anymore or just don't enjoy it at all. Its first chase and i am on demo with a meg. I get a good shred on her and mind game her at a window (nothing really unusual). She then proceeds to just try to go next and when saved just runs after me to make sure i get her out of the game. Wasn't gonna slug her just hoped she'd eventually get bored of it and actually play. Which she eventually did and they actually got all the gens done (with a bit of hand holding on my part but it is what it is). Like i play a lot of survivor too i get there's a lot of unfun things they have to deal with on a daily basis especially in solo que, And going next is definitely one of them as me playing survivor when they do it on the first hook. I just personally never resort to forcing myself out of the game as fast as possible even if its a unfun one. If we want to improve the game what could happen here that would keep them in?
Comments
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This is why I can't really agree when ppl insist BHVR should fix the stuff that causes survivors to "go next" instead of punishing the survivors with a penalty. Alot of times the only cause was they got found first and lost a chase. I made a similar post last week when my first 2 games with Pig had ppl doing this after 1 hook.
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Alot of times the only cause was they got found first
I mean, we agree on this part, although you seem to think it's pettiness the way you describe it.
Imo, the phase 2 issues of camping, tunneling, and slugging are the core problem here. It's not simply that "the survivor got found first", it's that "the most popular and meta ways that killers play the game mean that the first survivor to be found doesn't get to actually play a well rounded game".
Everything for survivors encourages will rounded gameplay. You should do gens, assist with recovery (unhooks, heals, mends), interact with the killers power, be chased, and get hooked. You can also opt to interact with the killer, killers perks (hexes, counter play), challenges, altruism, chests, and more.
But for reasons that's are entirely within the killers control, all of that will rounded gameplay becomes "get chased, hooked, and back to the lobby" for about 5k BP that you had basically no choice in. You got unlucky, found first, and don't really get to play that match. Good luck next game. Every game some nights.
I'm personally hopeful that phase 2 actually addresses some of these core problems, and the symptom that is the "go next epidemic" diminishes as well.
And lost a chase.
Why say this? Not being able to lose a chase might've been true years ago before 6.1.0, but infinites don't exist anymore, maps have been nerfed, tiles and pallets nerfed, tile spawn logic nerfed, and more changes have occurred since then. All of that means that survivors are literally supposed to lose chases by design. Sure, some people may make a mistake and be frustrated, but getting a map with massive dead zones and a single pallet held up by toothpicks can also be frustrating as well as hopeless.
The game only functions if survivor players have any hope that escape is possible. The fact that "go next" has become this much of a problem is a huge game health indicator that something is drastically wrong. Hopefully, phase 2 can address some of that.
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Yeah, these are the people the devs need to stop catering to. She wasted pallet, has no plan and instead runs out in the open, and then wants to DC instead of simply chalking it up to a bad start. Why even boot the game up? They don't need to be in the lobbies of people who are actually trying and know what they're doing. DC penalties should be strict (maybe not on the first offense, because legit DCs happen), and they should be backed by the confidence of the devs and the community. Because I've seen a lot of people still arguing for no DC penalties, period. You can't do that, because people will just DC on a whim like they did before.
A lot of the complaints on this game have nothing to do with balance. They have to do with feelings, lack of trying, not understanding something, someone DC'd, someone wasn't playing well, someone was playing unfair. Other games have this all figured out, and their community can just focus on balance and fun. But I see a lot of complaints about DCs, and when that happens in your match, that's not your fault. And that's the issue. You can't just let players ruin the other 4's match. The game requires 5 players to be played, not 10 or 20 like some others, and those games see less DCs than this one. Those games have DCer's queues, they have a decent report system, they have at least some level of respect for the game from the players. This game has none of those, so players just DC and then get validated by the lack of punishment and community pushback.
So you can't fix the game to fit this survivor's standard of satisfaction. Your best bet is to increase punishment for continued match abandonment, and hope they finally understand that and improve, or that they'll leave the game. I'm in favor of the "go next" prevention. It might be to my detriment down the road when I really feel like going next. But it's worth it if it improves match quality for everyone, which it will.
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Two things can be true at the same time. Tunneling and such exists... sure. That's annoying to get tunneled. That wasn't what happened here. In this particular example the survivor was quitting because they got downed too quick for their liking in a VERY fair chase.Theres nothing to "Fix" here. The idea that BHVR should just fix the stuff that makes Survivors DC becomes moot when you realize sometimes Survivors just DC/ragequit/suicide because they got downed.
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You got unlucky, found first, and don't really get to play that match.
I think its an unhealthy view to say that getting tunnelled = not getting to play. Getting tunneled in the best chase practice you can get.
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What other posters here do not seem to account for is that this is likely not the first strike in these players' minds.
Yes, there are some people that will DC for nothing, but they are the VAST minority. Most people hop on to try to play some DBD and are met with frustrating match after frustrating match.
That causes burnout over time. Matches where you feel it was unfair or got tunneled or got camped or got slugged AND you don't get anything more than a paltry smattering of points for your efforts in being a good sport and playing them out, well, those matches add up until you eventually get something like this. All we see is someone raging after being downed, but that's all WE can see, not all that they've experienced.
A good start is addressing some problematic mechanics, true. I think they need to look at rewards for Survivors as well and scrap the MMR system entirely. Survivors get such low BP in general, which is a real kick-while-your-down when you just endured a whole bunch of miserable matches. Imo, BP cap should go, and max BP should be 64K for a perfect match. BP boosting offerings should be more common, BPS shouldn't be rarer than Syringes.
As for MMR, they either need to commit to the game being "competitive" and show us MMR or scrap it entirely and go back to an Emblem-esque system.
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As per my Dead by Stats statistics I play more Killer than Survivor. 60% killer, 40% survivor.
I gotta say that I stopped putting any of my BP into survivors and I very rarely touch survivor anymore as I find it has become extremely unfun to play. I got about 2k hours in this game and play since 2019 and I am at a point where I could comfortably say I wouldn't touch soloQ survivor until substantial changes have been made.
In my personal opinion, the biggest issue that this game has is having too much killer variety and killers with powers that are just plain unfun to play against (and arguably play as). Coupled with the engagement based match making it leads to exceedingly frustrating situations that do not warrant me investing any more time into this.
Not even going to touch upon the issue of downright terrible map design in some instances.
I see no way for BHVR to remedy this in any meaningful way, so that's probably it for me, I'm only going to be playing killer from this point forward.
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Fortunately BHVR is working on addressing the burnout of those survivors. Now they have time to cool off before going into their next match and ruining the game for 4 ppl who had nothing to do with the reason they're frustrated. If your frustrated from a previous match so much that you'll instantly give up like the meg in the video, you NEED a cooldown period.
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If you lack so much empathy that you can't understand how multiple matches like what I described is a HUGE issue with game design and negatively impact players, perhaps it's you who needs a break. Instead, you'd rather punish players for a BHVR issue.
Can't break it down more simply than this:
What you see in the video is a SYMPTOM of repeated poor design. Blaming people for being frustrated when mechanics are intentionally frustrating is ludicrous. Blaming them after years of feedback was given on how frustrating/annoying/unfun/etc etc a mechanic and/or a Killer is; well, it's downright unfair.
People have given feedback that tunneling is an issue for years. Same with proxy'ing, same with slugging. All of those have been functionally ignored until now. People have been giving feedback that the new maps are atrocious and that map reworks just make things worse. Ignored. People have been lamenting the design of newer Killers being, by and large, unpleasant for Survivors to face. That's been largely ignored.
When you ignore feedback from the majority of your player-base, consistently, I don't think you get to act shocked when people get fed up with the exact things they've been giving you feedback about.
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There will ALWAYS be things that frustrate you. It's not possible to prevent that because as long as you're playing a PVP game, there will be a high likelihood you will lose any given match. What's not FAIR is giving someone a pass because the game previous they had a map they didn't like or a killer they didn't like, ect.
Are you telling me this Meg isn't frustrated anymore? The fact she is dodging the DC penalty like this tells me she's planning on IMMEDIATELY queuing up again. Why is it a good thing to let a person queue up again when they do THIS in a completely fair game?
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No one denies that this type of people exists, and that they should be penalized. The problem is that we need a PRACTICAL solution, and so far, everything that BHVR has implemented has the same problem: it sounds very nice in theory, but always ends up terribly counterproductive in practice.
Let's examine your video. There is ALREADY a DC penalty, supposedly to prevent the exact scenario you shared. But what do we see?
- The crybaby finds a way to circumvent the penalty, and still manages to leave easily.
- Instead, the penalty now prevents the 3 other survivors to leave, who can't DC out of an unwinnable match.
So the debate is not whether this person is a crybaby or not. The debate is, what is the point of keeping or even increasing DC penalties, when the current system only punishes everybody but the crybaby. i.e., people who have to DC for legit reasons and have the decency to give their teammates a bot instead of staying AFK. Your video perfectly illustrates that. If the crybaby could DC, then at least the other survivors would get a bot. So, the "DC penalty" that is supposed to prevent DCs, ends up making them worse.
Now you might think the solution is to just get rid of the exploit (hook suicide) and improve the detection system so that the situation above does not happen anymore. If we were in an utopic world where everything can be perfectly implemented then I would agree with that approach. The problem is we're in the BHVR world, where somehow they always manage to get things implemented in such a naive way, people find a way to abuse it again before it's even live, AND they always end up making the problem worse somehow. It's been like this for the ~4 years that I've played this game, and at this point, I almost hope they don't touch anything anymore.
Imo the practical solution for the go-next problem would be a completely different approach. Since we can't fight go-next, the game should be rebalanced so that an early 1v3 is not game-ending for survivors. Let the baby go next or ban them, I don't care. But at least don't penalize the other 3 survivors for it.
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I think the reason a lot of people (such as loud mouths like me) do lack that empathy is we're all playing the same game too...
These players are all facing the same annoying things as everyone else, we all on both sides have to eat our share of annoying games... By quitting like this, these players are increasing the pool of annoyimg games for everyone else too. They're taking a pretty firm position of "screw everyone else, I'm out". There is no real other way to interpret it.
You don't get to pick and choose when to apply a principle. You're either pro leaver, or anti leaver. Yes, we understand burnout and frustration are factors to empathise with... but there are other players in the game. I have myself gotten a game I'd rather get out of, usually as a result of dire teammates, but I still suck it up and do my best for the other players in my team as useless as they can be... that's what it means to have integrity, and a player who doesn't demonstrate that integrity is right to be called out on it.
I myself have had bad days on DBD where I've been repeatedly screwed over and gotten upset and frustrated... I will even admit there have been occasions where I've even quit, but it is extremely rare, and the times I have quit have been the result of my teammates doing something inexcusable bad to screw me over... and my justification in those moments have been "well, you screwed me, so screw you". That isn't great, but it's understandable and is an extreme outlier.
Losing a chase early and instant quitting is inexcusable, no matter how burned out and frustrated you are, cause you basically pass that burnout and frustration into everyone else and amplify the problem for all...
I think that's why I tend push back hard on this point of yours. If a player knows they're ruining games for other players, why continue to play, unless they just don't care?
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Unfortunately you do infact have ppl denying that ppl like the meg should be penalized. You don't have to go any further than this very thread.
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The elephant in the room is that killer is insanely more easy than survivor. The survivor is most likely fed up losing. Survivor is never been a rewarding experience.
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Here here! Get rid of that stupid BP cap… -_-
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There will always be things that frustrate players, yes. That isn't an excuse to not try to fix things.
I've no idea what Meg thinks. Maybe this was her first match, maybe it was her tenth. Maybe she's just a selfish ######### like you think, or maybe this was the straw that broke the camel's back.
When DBD works, it really works, and I think that's what draws us all to the game. There isn't another game that has a gameplay loop like DBD does. The issue is that DBD rarely works that way, in reality. Players will chase that perfect game because it's absurdly fun. That, and the lack of a real alternative game, is what keeps people playing to this point.
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No. You are just wrong on that.
Simplifying it down to "if you leave, you're a selfish ######### and if you stay you are a good person" is a joke and lets BHVR off the hook for continuing to push unfun mechanics.
DC'ing and hook suiciding wasn't this bad even PRIOR to the DC penalty. That tells me something has changed between then and now.
We should TRY to make matches worth playing. We should TRY to encourage BHVR to actually innovate and change DBD's gameplay loop (which has remained the same since EGC SIX YEARS AGO). We should REWARD players who stick it out by giving them BP/Shards. We should TRY to reduce burnout. We should TRY to encourage BHVR to make Killer designs that don't suck to play against.
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The post you are thinking of does not say that Meg should or shouldn't be penalized, they are saying that penalties shouldn't be the focus of the discussion, because it's just a symptom of a more fundamental issue, and I agree. You are focusing way too hard on moral aspects that don't matter for a video game.
It doesn't matter who this Meg is, whether she's a bad person or not, or whether she just had a bad day. We've been trying this route for 4 years, only raising penalties, result: it doesn't work. Imo, this Meg shouldn't play DBD, but it's her problem - it's BHVR who's at fault for letting her ruin the game for other survivors. It is not bad to have altruism in a game, but the way it's implemented in DBD is horrible. You can't force 4 strangers who just met to all be altruistic with each other and call that "teamwork", it just goes against basic human instincts. You can't give one single survivor the power to entirely doom a match within 1 minute, without any opportunity for the 3 other survivors to counteract it. That's why I advocate for the game rebalancing the power discrepancy between 4v1 and 3v1.
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I'm all for doing the usual balance changes and such. The line IM drawing is ppl who insist BHVR needs to just fix all the frustrating things first before implementing a time out. The list of frustrations are ENDLESS. You can ALWAYS find stuff that you find frustrating no matter how much gets tweaked.
In this particular case, this meg NEEDS a timeout. Her immediately getting to go to another match is NOT a good thing if she's SO frustrated that she's doing this. If she's not adult enough to manage her own stress levels properly to give herself a cooldown period, it's not fair to just expect the ppl in her next match to deal with it.
After watching this clip, I actually decided to play a game as Demo cuz it's been awhile. I got absolutely demolished and I felt pretty frustrated. That's fairly normal. Depending on how bad it is will determine if I queue up again or do something else for awhile. I decided to give DBD a break and watched an anime, then played some warframe. Maybe tonight I'll hop on DBD again. I see the timeout function as essentially for ppl who for some reason CANT manage their stress lvl enough to do what I did and take a break.
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I not really understand that.
I mean yes, there is a problem with that go next thing. Yes, devs (and nobody) can force somebody to play a game if they do not want.
But if you que up you know, that maybe you will face with something which is unfun for you. And since this is an online, multiplayer (and PvP) game nobody cares about your fun. Like you not care about their - otherwise you wouldn't go to the next match as fast as possible. Those people should be penalyzed, because they ruined the game for 4 other players. I think this is that simple.
If you burned out, if you so annoyed that loosing a chase or anything like that makes you want to go next then you have to take a brake. And the game should enforce it for you, defending other players from you.
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Survivor simply feels like an uphill battle every game.
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I'm not saying meg is a bad person. I'm saying the very penalty itself IS BHVR stepping in so Meg can't do this. If they were just taking away BPs or something it would be different, but making the penalty a timeout function so an overly stressed player can cool off is the right move. The LAST thing that should happen is meg jumping right into another match.
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If people are finding the game unfun, they shouldn't play. I'm playing this game way less because I don't find it super fun anymore, I'm not going in and ruining people's matches from the get go. If I get frustrated at the game, I stop playing instead of trying to pick and choose my matches like this.
This doesn't mean they shouldn't work to address these issues, but you can, in fact, treat a symptom before the cause, especially if the cause is pretty complicated and multi-faceted.
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I would also like to add that today I was playing as Plague and in 3 games back to back I had two people give up on first hook. Because they found plague "boring".… Whatever that means.
This caused 3 games in the row were the other two remaining survivors had 0 chance to win and I get 0 pips because I am not dooming the two survivors to death because of entitlement of other two I just let them farm and leave...
this type of behavior in my opinion is unacceptable, it is becoming more apparent to me that some survivors only like to face certain killers and will not participate if they perceive the particular killer as "boring" based on their power.
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Usually boring means they cannot play against, or it is more then shift+w to win.
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I see, well thank you for the information. I really don't have any solution to this issue, other than perhaps re-working some killers power to be less frustrating?
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That would open an even worst hell then now… Do you remember the South Park episode when everything was removed from the Christmas show because somebody got offended by them and it is ended up with some crap? That would be the same. Somebody got offended because the killer can blink. Or traps are annoying. Vomit is annoying. Mending is annoying. Minions are annoying. Stealth killers are boring. Etc etc etc. If you try to make something good for everybody you will end up with something which is good for nobody.
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I don't play anymore either, but I still care about the game.
Giving up DBD means giving up the asymm horror genre as a whole. There aren't any competitors, there are no alternatives. If I get burnt out on OW, I can go play Marvel Rivals. Burnt out of Warzone? I can play Apex. Not feeling ARMA? Let's try Squad.
People keep bashing their heads against the wall because they like the idea and concept of DBD but have nowhere else to turn when DBD gets bad.
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We have a timeout. We have had a time out for years.
If timeouts worked, we would've seen a reduction in DC'ing. We did not, it all pivoted to suicides. We will just continue to play wac-a-mole with trying to force people to play the game.
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The meg trying to suicide instead of DC shows she was trying to get into another match, not just leave this one. Like I said, this meg NEEDS a time out. She did not get one. I'm not trying to force her to play. I'm trying to force her to NOT play, hence... a time out.
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For majority of survivor play its really simple. But the devs refuse to do it.
Devs: "We want to bridge the gap between soloQ and competitive swf"
What devs have not done to fix this simple problem:
-0 communication or coordination systems in a team game implemented.
a)No ping system
b)No in game chat system
c)No in game voice system
d)No teammate loadout in lobbies
Result: A bunch of people with different agendas on survivor that dont necessarily mean they want to engage in teamwork, winning, or escaping. Leading to matches that should never have happened at all.0 -
I very much care about DBD, but ruined matches due to people who are burnt out the game is a massive contributor to frustration, especially in soloq. Something needs to be done about it, and the solution for it is a lot simpler than fixing everything wrong with the game all at once.
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Can't really blame the devs for alot of this when they have ppl telling them they don't want these things. In-game chat has been brought up plenty and ppl make the argument it would just lead to an increased in toxicity from their teammates. They'd either get shouted at after a misplay or get left on hook or something if they choose to not use the chat.
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Thats just something they have to moderate every team game does this.
Its just for dbd the decs dont want to im guessing as it would be too much work?
Even a basic ping wheel system would be better than the nothign we have now.
"Im saving"
"I have agro"
"Killer is missing"
"Using reassurance/for the people/shoulder" (x perk call outs that would be enabled when you have them equipped)
"Danger here" (alerting your less paying attention survivor of a meyers stalking you)
And of course a team loadout screen because its pretty obvious why this should be in the game.
Just basic problems the game has for the majority of survivor play that has 0 work done to combat it.-1 -
A comms wheel would be nice, but for alot of this stuff that SEEMS obvious to you... many ppl do not want it. They don't WANT their teammates to see their perks because then you'd have ppl lobby dodging if someone is using a perk they don't like. No one wants to sit in the lobby forever because they DARED try to use an invocation perk or something.
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I am thinking of a standby screen showing the number of times that player has done a DC.
Of course, I know that sometimes the server goes down and unwanted DCs are attached.
However, I think it would be a good indicator, and by resetting the number periodically and changing the color of the names of players whose DC count exceeds a certain number, such as double digits, both killers and survivors would be able to avoid being matched with players who DC frequently. We believe that this will help both killers and survivors to avoid being matched with players who dc frequently.
Translated with DeepL.com (free version)
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They got a gen done during the run. So team game play wise I fail to see what Meg had to complain about. How can the game continue if every chase is for 5 gens?
You don't keep players like this in a fair and balanced game, because this type of player isn't here for that.
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A wheel or simple call out functions would be nice. Or comms either one.
For lobby loadout:
I mean thats just a downside of a benefit. Nothing is 100% in this game. The comms function above could be abused as well by trolls right? Nothing is perfect.
Your reason though is exactly what is wrong with survivor mode. If you dont want people to see your perks, honestly, we should just put you in your own mode where you want to play by yourself. Its a team game, team loadouts isnt foreign in…. any multiplayer game I can think of.
…. There is a reason SWF is able to do things SoloQ is not able to do. A lot of it has to do with how they synergize with eachother, and not stack open handed or multiple prove thyselves etc..
"oh Feng has this setup and Kate has this setup okay, let me try to compliment those. Or let me adjust my play KNOWing they have things like shoulder, deliverance, etc…"
Even MMO's have this with basic inspection functions.
Eventually youll get a game where people wont dodge your no mither, left behind key holder with hide perks. Whatever, its not like youll sit forever with no match. ESPECIALLY on survivor. You dont wait to play survivor in this game anymore. You wait to play killer.
Even the 2v8 mode does this to an extent, where it tells you what kind of composition you have (spotters, chasers, repair…ers, etc.)
The mobile version of this game did this just fine.
The amount of benefits for a lobby loadout team screen, completely outweighs the extreme minority amount of lobby dodging disadvantage that would even happen.6 -
Revert matchmaking to the original grade-based system.
I don't know if it is talked about enough on this forum…the current matchmaking system mirror's the same addictive/degenerative gambling ecosystem that plagues our everyday lives.
We do not have "Skill-Based Matchmaking."
We have a system that predicts the outcome of trials it creates with insane accuracy.
In effect, queueing for a game of DBD is the same as pulling the lever on a slot machine. You're going to get what the game hands you. It's going to dangle a carrot on a stick to get you excited, fool you into thinking you have control over the outcome, and before you know it you're addicted.
Those who do not struggle with addiction might not see it or understand it, but believe me…the system is designed for addicts.
What we see in OP's video is someone beyond rational thought, believing they are about to win big. They came up short, and the only way to get that hit they are craving is to pull that lever again as soon as possible.6 -
Not only does the penalty NOT prevent Meg from doing this, but it does in fact prevent everyone from leaving BUT Meg. Look at the video you shared. The penalty did more harm than good even in the example you shared.
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The go next penalty isn't in place yet. Ideally it WILL affect ppl like Meg once its implemented since currently we only have a penalty for DCes. Sidenote, I'm not the one who posted the video. I'm not the OP.
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IMO, more people suiciding than DC'ing is evidence that the timeouts do work, otherwise people would just DC. The reason they suicide is to avoid the timeout.
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I'm in no way debating whether we should have anything or not. I'm simply saying for every function that sounds like common sense to YOU, you have ppl who have argued against it. Its not a case of everyone wanting stuff that BHVR just doesnt deliver on.
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I don't think I can really be wrong on that can I? I'm talking about my own and other people's opinions and perspectives.
I hold myself to a standard where I try to my best to support my team and win, no matter what, I endeavour to not throw my team under the bus by quitting, no matter how mad I get at whatever the killer is doing or playing.
A player who does quit, knows they are throwing their team under the bus, but they put their own anger and frustration first.
I'm not their boss or their parents, I can't tell them what to do, however when I hold that standard of myself, I believe that gives me a right to condemn a player who doesn't. I'm also not arrogant enough to think my condemnation matters. Even if these players who quit were made aware of the fact I look down on them and consider them selfish for leaving, they are well within their rights to tell me to go dip my head in a bucket.
The thing is, I'm not alone in my opinion. I do not tolerate leavers because I do not allow myself to leave and condemn the game for my survivor teammates, and there are a lot of players who believe the same thing. If you are likely to tilt and quit, you shouldn't be playing. Stop ruining it for everyone else.
If you want to be a leaver apologist, fine, you're entitled to be. I was pointing out why myself and people like me disagree and push back against you. They are not entitled to my sympathy, as I said, I'm playing the same game they are, so there is no excuse, especially when they are willing to throw me under the bus with their actions.
To my mind, there is no excuse to quit at the start of the game, and doing so makes that player a hypocrite, because whatever thing pissed them off to make them want to quit, they are willing doing the exact same thing to other players themselves.
That is my point of view, and the point of view of many players across all of gaming and sports. The game isn't over until it's over, and anyone who quits is almost never someone to be admired, supported or made excuses for. In pretty much every gaming circle, they tend to be shunned.
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It is evidence that timeouts do not change people's opinion on leaving the match.
Currently, DC penalties are really just preventing bots from taking over, at this point.
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It's less about what the game can do but what the player themselves can do
There are too many "reasons" for Survivors force a 1 hook
Not likeing the Killer, not liking the map, not liking the playstyle(s) used...
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That’s because people can leave with no timeout penalty. If quitters got a penalty no matter whether they DC or suicide, you don’t think that would discourage going next, by whatever means?If people who rage quit have to sit out, how is that not better for the people that actually want to play the game? Literally every multiplayer game has DC/matchmaking penalties. What would the alternative even look like for DBD?
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I love opening this forum for the first time in months and seeing people defending this behavior. I know for a fact that penalties reduce people from afking, trolling or giving up on a whim in a 10 second moment of weakness. It's not an opinion, I've seen it first hand in SEVERAL multiplayer games.
DBD is an inherently a toxic community and a baby one too. beyond any other I've seen, leagues not even 50% of this stuff.
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Mouth breather Meg screwing over the team………..
I'm looking for to the health updates coming
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No.
What you would end up doing is playing wac-a-mole with issues. People DC? DC penalties. People suicide on hook instead. Okay, well, let's remove the 4%, now they can't do that anymore. Now people are AFK'ing. Okay, well, let's ban them for that as well, easy enough. Now they are running into the Killer. Well, let's ban them for that too, oops, now we are starting to just ban newer players who don't know better yet.
When you keep addressing symptoms, without addressing the root cause, you just end up hurting innocent players without actually changing anything.
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