http://dbd.game/killswitch
"Going next" needs a better solution
We can all appreciate that survivors giving up on hook as a means of evading the DC ban is not a healthy form of in-game behavior. Missing 2 skill checks on purpose to quickly end the game is the sweet release of every burnt out crybaby who needs to go play Civ VI or something. Back then, nobody knew why missing 2 skill checks induced death. It was simply a condition imposed upon us by the entity. It was never meant to be a suicide button. At least, we don't suppose so. But now that the devs have decided to register a DC penalty for anyone who dares miss 2 skill checks, this Enrity's quirk about skill-check induced death now feels like a setup. We never asked for the option to die on hook. It was just part of the game all the way back to the spam spacebar days. Why? Because the entity says so. But can the entity change its mind? Why do we need hook skill checks at all? And if we must have them, why must missing 2 skill checks induce death? And if missing 2 skill checks must induce death, why must players be penalized simply for activating some line of code which the developers intentionally wrote into the game? There are so many situations where I have accidentally died on hook and end up with a penalty. It's just a real feelsbad solution to a feelsbad situation. There has to be a way to address "going next" in a way that isn't punitive. DC bans are a necessary evil, but finding more and more ways to implement them is not a good policy in my opinion. Why does the Entity give us a suicide button just to punish us for using it? Remove the skill check death mechanic before rolling out more and more bans. Nobody likes to be banned. This just seems ill-conceived.
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I think this whole chunk of text is a misunderstanding of a mechanic while mistakenly also trying to use the entity as some sort of rational for why said mechanic exist, when skill checks exist because it is a game and a mirco mechanic to keep players focused on the game.
It is not a free end the game button because it's not designed to be nor are the skill checks difficult enough to warrant any overlook. The developers are going after people who go next by identifying players who are repeatedly throwing matches to avoid the DC penalty while putting their own teammates at a detriment. It is not fun for survivors and it is not fun for killers. The skill checks on hook are not meant to be a free out, and in the future, players will be punished for using it as such as it is no different from pressing the leave match button.
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I haven't misunderstood anything I've simply appealed to functional use vs prescriptive use. Saying that its bannable to miss 2 skill checks to die on purpose because the mechanic is designed to keep players focused is like saying bodyblocking with endurance should be bannable because endurance was not originally designed with bodyblocking in mind. There is a difference between intended design for a game mechanic and the way it actually gets used. Bodyblocking with BT is a "meta" use of the mechanic. It goes beyond lore or dev intentions and simply employs the lines of available code according to the player's wishes. If the skill checks are a game mechanic, then missing them is also a game mechanic. Banning players for using/failing a game mechanic is ill-conceived. If the "meta" use of skill checks (as a means of suicide) is problematic, then change skill checks. Don't penalize people for playing the game. Your comparing hook skill checks to the exit game option in the menu is not valid because the exit game menu option is not a game mechanic; its a menu option. Because the fact is that I do legitimately miss the skill checks on accident sometimes. And it's very unfair and inconvenient to face a ban over a legitimate mistake. Missing the skill checks means I played bad. It doesn't mean I'm a bad person.
The fact that the ban exists at all patently concedes that missing the skill checks is considered a suicide button and that we must not use it. If it's not a suicide button (but rather "a mirco mechanic to keep players focused on the game") then missing them should not be considered delinquent but simply poor playing. And if it is a suicide button, don't ADD A BAN, remove the suicide button.
Post edited by WhoIsZachery on0 -
Body blocking and intentionally dying on hook are not comparable in the sense of impact and intention. When body blocking, for better or worse, you are attempting to save a teammate. This sometimes is the line between escaping or dying. You are still playing the game. Going next by intentionally missing skill checks and throwing the game is not playing the game. It is bypassing it.
Another point to the system they are trying to implementation is not punishing people who do it once or twice, by mistake, etc. It is to punish repeat offenders who do it multiple times in a short span. It is about isolating problem players and punishing them for throwing behavior, not punishing the player who had to leave because of an emergency or because their power went out. Not punishing the player who accidentally missed a skill check.
Even if they removed skill checks altogether from the second hook phase, it still wouldn't change anything. Players would engage in even worse behavior to go next like going up to the killer, intentionally sabotaging the game or going afk. The bigger picture is go next, not skill checks. Dying on hook is the easiest way to identify players repeatedly abusing the mechanic to bypass the DC penalty.
If missing skill checks, internet issues, or other excuses are a repeated things that happen with a player, intentional or not, it is not the devs job to cater to them. If someone is having so many issues that they get penalized multiple times a day, then they shouldn't be playing.
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Okay but we gotta parse out whether we're talking community policing or game design philosophy. Bc lol it makes 0 sense to add a base in-game mechanic that incurs a ban simply for failing to interact with it. One could argue that survivors should also incur a ban if they go the whole match without interacting with the mechanic of repairing generators. But that is pretty absurd imo. All I'm saying is that there is no iron law of game design that says missing 2 skills checks equals death. And if the game being this way results in delinquent behavior that is getting players banned, then changing the mechanic is a more favorable solution than rolling out more bans. Leave the moral condemnation aside. I'm talking logic here. I don't have answers about what will or will not fix toxic attitudes in the community. People gonna people. I'm just saying it makes no sense to have a base game mechanic that incurs a ban for failing to interact with it. Sometimes I miss the skill checks because I'm looking at my phone. Now should I be looking at my phone? No. I should be a diligent survivor always ready to do my part to help the team. Lmao but I have 9k hours. I'm too chill to sweat anymore. Sometimes I'm distracted and playing casual. I don't get banned for missing gen or healing skill checks. I shouldn't be banned for missing 2nd hook skill checks.
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I get what you're saying but you keep saying it as if you do it once then you get the DC penalty. We're not even talking about bans but temporary penalties. Half a minute to 5 minutes and so on as it has always been. If you're penalized for an hour and beyond that, then that is a player issue.
We're talking about repeating behavior that's simply blatant and obvious. If a survivor leaves, at the very least that player is replaced with a bot, but if they go next and die on hook, then its basically game over. Killer wins and its up to whoever might get hatch at the end. It kills the match. Again, if hitting two skill checks is somehow difficult or not something a person can consistently do then that is on them. You want to look at your phone, go ahead but if you're so out of focus that you miss a few skill checks that mean whether you stay in game or not, then why que to begin with?
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