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Why are survivors giving up so fast?

There was no solo q game where its normal. survs just give up..

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Comments

  • Neaxolotl
    Neaxolotl Member Posts: 1,788
  • TwinsMain2004
    TwinsMain2004 Member Posts: 175

    play ghoul they go next

    play vecna they go next

    play perkless SKULL MERCHANT and they still go next

  • Neaxolotl
    Neaxolotl Member Posts: 1,788

    And here is a plot twist: play perkless trapper and they somehow still go next

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,961

    I still think the abandon feature was the best survivor change the game has added, especially for those who play in SWFs. Saves so much time.

    The end game screen loads so much faster, at least on console, if I use the abandon feature as survivor. It's great for that reason alone. I don't care so much about leaving the match quickly, but the load time for the end game screen can be very annoying and it'll sometimes even do a "server disconnect" error and lose all the points and progress from the match. So, yeah. Abandon ftw.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826
    edited April 19

    Most of them just don't want to make any effort. I've had games where I've hooked someone and completely left the entire area and no one even bothered to even unhook them. Then I'd go over to a gen and the person would just keep working on it and not even attempt at evading. Ocne hooked, they'd just give up on hook.

    They essentially just want the game to be played with zero resistance, and the moment they feel any, they throw up their arms in the air.

    Here's an example. It's only about 5 minutes long. I pretty much just halted the match after how much 2 of the survivors weren't even remotely making effort.

    To put in to perspective, I have over 2000 hours, get a lot of stacked p100 squads, a p100 ghostie. Regardless of this, I'll still randomly get matches like this occasionally. These are the kinds of survivors who come to the forums and demand killer nerfs because it's "too hard" that they can't just hold m1 on a gen without resistance.

    Edit - a couple are crying toxicity from the thumbnail because someone has a slug icon. Why don't yall bother looking at the context before spewing out insults and accusations. It'll save you some embarrassment.

    Post edited by RpTheHotrod on
  • H2H
    H2H Member Posts: 954
    edited April 19

    This is it, completely.

    The narrative that “solo queue is the hardest role” has poisoned a lot of people’s perceptions, I think, and that has led to people just giving up super fast because “well, it’s impossible” as soon as a single thing goes wrong. I have over 5000 hours, the vast majority of it as solo queue survivor, and I just don’t think it’s nearly as helpless or difficult as that narrative claims.

  • mecca
    mecca Member Posts: 562

    Those matches are so rare you are speaking of that it is a bad feeling leaving the match knowing you accidentally won because the killer was so bad at the game and probably threw on top of that. It isn't competent teammates, it is incompetent killers the reason you may win.

  • H2H
    H2H Member Posts: 954
    edited April 19

    DCing was so rampant years ago they had to ADD the DC penalty to try and stop it. The game didn’t launch with that.

  • Neaxolotl
    Neaxolotl Member Posts: 1,788

    Do you actually believe today is the time where DC and giving up is most common?

  • HeroLives
    HeroLives Member Posts: 3,233

    no, but it’s the survivor version of when killers used to do it when they felt helpless to circumstances the game balance had created. Killers used to dc in mass too until changes started being made.

  • Massquwatt
    Massquwatt Member Posts: 602

    I think a lot of it really boils down to the game's fundamental nature of it being a casual game as well as the fact dbd's game mechanics are designed to be frustrating on purpose. No matter what role you play, killer or survivor there's things that'll annoy and frustrate you even on matches where you're winning. For survivor at least you have to understand that your success (escaping) is largely determined by your teammates since it's the teamwork focused role, too many people have this strange idea that somehow just because you're a good survivor that somehow should translate to more escapes which isn't how the role works. You either have to temper expectations or go by alternative win conditions (how many survivors in total escape) rather than your own.

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 2,276

    It’s not rare. I literally just got on to play a few matches and escaped all three (third one via hatch because it was against Legion and teammates spent the whole match healing instead of doing gens). The escape rate for solo queue is 40%. Stop blaming everything on “killer is OP”. If you never escape, maybe consider that it might be a you problem and not game balance.

  • VirtuaTyKing
    VirtuaTyKing Member Posts: 518
    edited April 19

    I got surprise ambushed by a hag earlier. I wiped one trap then they spotted me so panicked and ran into building that was trapped in a few spots. Almost instant down then put in basement. I stayed on hook not really wanting them to come. They got down to 1 gen whilst I was camped.

    I didn't cry like a child. Was it fun? No.

    I didn't ruin everybody else's game by doing myself in though.

    So I won in my book.

  • Massquwatt
    Massquwatt Member Posts: 602

    I think a basic penalty system should remain in place, at the very least people shouldn't just be allowed to disconnect freely. I don't want my matches to have bots if it can't be belped and neither do you or anyone for that matter. Outside of extremely egregiously bad situations, I don't like to DC or sacrifice myself on the hook but being on the other end of that behaviour is not fun and can completely tank your chances in the match. If it gets to the point where I'm just simply not enjoying myself then I just get off the game and go do something else for a while, which would be my advice to people here. This game has a pretty low commitment threshold all things considered so why not take advantage of that? It's not like Fortnite or Overwatch where you have to be constantly on that BP grinding because of fomo nonsense.

  • Ryuhi
    Ryuhi Member Posts: 4,451
    edited April 20

    I don't know that I'd say survivor is designed to be harder, just that its designed to share agency. The reason thats an important distinction is because a lot of the player base seems to be unwilling to do so. The more people get left hanging by their teammates (either through how they play, sandbagging, or abandonment) the more likely they are to slink into the same apathetic stance toward their future teammates. The only way I consider killer easier is that your agency is only impaired by how much time you have, rather than being dependent on up to 3 other people in tandem. When all the survivors are in sync (this does not require comms or even SWF, just efficiency and prioritization) I do not think most of the killer roster is designed to have an easier time (arguments could be made for S tiers, of course.)

    The big issue is that a lot of Solo Q's woes come from other Solo Q players, in one way or another. The more people accept shared agency and stop letting each other down, the healthier the role is. The unfortunate part is that the pattern you mentioned regarding many survivors feeling the pinch that many killers used to feel is real, but that its self (by role, not necessarily by individual) inflicted. Every time we give up/throw/sandbag/basically any time not pull one's own weight in agency, we are being the thing we complain about and further cementing the situation we lament.

    Its interesting how people react to the agency difference between the roles, as its a somewhat unique dilemma to asyms. Some other types of pvp games have concepts like hypercarries to manipulate the shared agency distribution, but for the most part team games generally tend to have equal parts individual and shared agency, but in this game one side has it while the other essentially does not. This leads to wildly different perceptions of concepts like difficulty and even the grievances.

    TL:DR both sides tend to find it frustrating when they lose to things beyond their control, but the survivor role only gives you control over 25% of your role, leading to morale erosion from losses.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826

    All I really do as survivor IS solo queue. With SWF, you have a blatant and obvious advantage, as solo-queue I feel it's more fun as you have to work together with strangers to try to outwit the killer. SWFs it's just more of a given where you only lose if you make mistakes. I feel the whole solo-queue "it's impossible!" is just overblown. Is it more challenging? Sure, but I feel that was the intent - overcoming the odds. SWF just feels too "safe".

    Here's one of my favorite solo-queue saves just as an example:

    https://www.reddit.com/r/deadbydaylight/comments/16qtvqr/mission_improbable_nurse_escape_solo_queue_edition/

    With experience, solo-queue can be a lot of fun. It can be a mixed bag on the quality of your survivor teammates, but that's just a part of the game.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,335

    I mentioned in an earlier post about survivors "going next" being an issue that became more prevalent after the introduction of MMR, since the losing streaks often end up being unbearably long.
    That really kills your will to play out matches if you feel like things are going bad from the beginning.

    I have had a few matches of SoloQ lately where I had teammates who started actively trolling as soon as they got caught.

  • smurf
    smurf Member Posts: 979

    I've been lucky in the recent past with this. Every time I see a teammate starting to give up on hook and I get to the hook in time to stop it, I'll pause to shake my head at them before the unhook. So far in the last couple months, every time I've done that, I got that person out through a gate. Trying to show people they can survive if they stick it out :/

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826
    edited April 20

    That's actually a very fair question. SWFs on average are just buddies hanging out and "usually" are fairly casual - they aren't really the ones people are talking about. When people "complain" or talk about how "strong" SWFs are, they are talking about SWFs that specifically work together and coordinate together and make an actual effort to win (as opposed to friends who are silly and just sandbag each other for the lulz and such). So when people say "SWFs", they don't really mean the casual SWFs. They are talking about the SWFs who put some effort into communication and coordination. For the majority of the killers, SWFs can just stomp them, though nurse\blight are broken enough to give even the more coordinated a run for their money.

    There's crazy potential with organized SWFs. Some have gotten hundreds of wins in streaks, though some blight\nurse streaks are even more impressive (one person had a 1,947 win streak with is just silly). I really do feel nurse\blight needs to be adjusted.

  • Senaxu
    Senaxu Member Posts: 492

    I know I will probably get some hate for the following sidenote but In my experience, and I've put in many hours of this game(4k+), I have to say that the average console player gives up more often and more quickly than the average PC player.

    Of course, each situation differs from the next, but there's a clear trend.

  • Neaxolotl
    Neaxolotl Member Posts: 1,788

    This game is always been a RNG because tile strength has been so variable to the point of ridiculousness

    In a game you can run whatever killers for 5 gens without using any brain, in a game you have no way to do anything at all because pallets or windows just doesn't exist, this is what happens when you forfeit actual map balancing for the sake of randomness