http://dbd.game/killswitch
Go-Next-Prevention isn't going to make anything better.
Stopping survivors from trying to get into a game with a better chance of them winning isn't going to do anything. "I'm tired of people throwing games the moment they get downed!" Isn't that strange. How this game has become so unfun for some people that they would rather die and wait in the lobby for 80% of their playtime than sit on the hook or sit at a gen instead. Survivors have so little variation in their gameplay, and are so helpless the majority of the time that Go-Nexting is literally preferable to some people. Instead of getting mad at them or trying to stop them (which will not work and will not make the game more fun,) maybe add some variety??? Add new tasks? Add a way for survivors to chuck things or climb things? Literally changing survivor gameplay fundamentally whatsoever is preferable to sitting on a hook and watching the killer hang out BARELY outside the range where you get unhook meter.
Devs, please do not fumble the bag when you add Springtrap to the game. You guys are about to recieve a huge influx of new players (Fnaf fans), so maybe use this opportunity to, I dunno, make the game more fun and bearable? Instead of punishing people for go-nexting????
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Yeah but I've lost tons of games that were very winnable because some idiot decided that wanted to not play the game after readying up and sitting through the queue rather than before.
There's plenty of variety, there's over 40 killers and hundreds of different perks. Going against players that are consistently better than you is not a "lack of variety." If I had to choose between not being able to occasionally skip out on a super sweaty game, or have anyone be able to go next whenever they want to avoid the DC penalty, I'd take the former. Things happen, but as a general rule of them, don't press the ready up button if you're not willing or ready to play.
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Facts. 100%
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Let's get it out of the way and put it this way. Is the go next prevention system going to be necessary? 100%. Will the devs mess it up big time? Yes they will. What they proved with the abandon system is they'll have an idea of what they want to count and do the cop out way of doing it. Oh we want survivors to be able to abandon if they get slugged? Let's have survivors being carried and hooked count as being slugged and make it so that it still activates if they're the only one left at which point they're just being mori'd anyways. We want killers to be able to abandon if a generator isn't worked on for 10 minutes? Oh let's just make it so the timer is only effected by if the generator is completed.
How will that work on the go next system? Let's give an example based on what little we know on it. "Oh we want it to work on survivors who run to the killer to get out of a match? Let's just make it so it's based on if they're the next chased and downed." In other words, "Let's have survivors being hard tunneled punished with this system." I'm hoping since they're planning on making the punishment a dc penalty and losing an entire grade that the system is a little more strict than how they did the abandon system, but then again if they cared about these systems working accurately, they would have started with the abandon system.
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Huge influx of new players, which may or may not be "bad" to the point they might kill the normal games? yeah we definitely needs the go next prevention
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Most likely.
Unless BHVR manages to make the game enjoyable again (don't think they can unring the comp bell), this changes nothing.
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Exactly. Many people think that locking quitters in a match will make them play again, but they'll just find other ways around the system to still quit without being detected. In the end, nothing will change.
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The point is never locking quitters in a match, but rather, simply banning them altogether, there is no way BHVR won't continually improve it as it's equivalent of anti-cheat
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"Go next" ruins games. Stopping that WILL make the game more fun and bearable for all players. Unless youre a rage quitter, then I guess losing the ability to rage quit and ruin a game for four other people will make you sad. Personally, I rather BHVR cater the game toward the normal other 4 players and not the 1 rage quitting loser.
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Even if that was the case, eventually, there will be a point where quitting will be simply indistinguishable from bad/suboptimal plays and the day dbd starts banning players for playing bad is the day the game dies. So, as I said before, nothing will change because they definitely won't go that far.
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But then if it takes more effort to "play bad" than simply quitting the game, it'll be the net positive
The fact simple DC penalty itself reduces those who leave by substantial amount already tells the fact, thinking it won't do anything is strange
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The main issue people have with quitters is that the game turns into a 3v1 that is impossible to lose for the killer, but even with "go next prevention" that issue will persist because you simply can't force those players to participate. The only thing that will change with this system is how quitters quit, but nothing else.
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Also with the abandon system, you have somebody on the hook and you happen to have two people on the ground, it shouldn’t give everyone the option to just abandon the match.
At least give the killer a chance to put everyone on a hook. Survivor shouldn’t just be able to up and leave because they want to.
I was playing the plague earlier and this exact scenario happened. I had someone on the hook. Everybody was infected. I was checking on a nearby. Jen, a survivor went for the hook, save poorly. I might add and ultimately they went down next to that person. Which left one person remaining to . Once everyone just disconnected. I was literally actively hooking. Everybody, I never slug.0 -
Except DC penalty already managed to "force" most people to participate in match, majority of people are simply doing "go next" just because it's easy and not because they want to destroy the game, annoy everyone else and get a ban
And it's also working in any other games, too
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The dc penalty just shifted how people quit, which why we have self unhook quitters now and the go next prevention will simply shift that to next best option (that can't be detected).
The people that want to quit a game for whatever reason won't suddenly participate again, they'll instead just find other ways to quit without being detected.
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It didn't shifted how people quit, the amount of overall quitters including self unhookers are reduced substantially, game was literally unplayable during penalty less period
You just don't seems to know the number difference between two, what's important is actual number of those people and not the logic in your head
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I can guarantee you that the vast majority of "go-next" scenarios don't happen because your teammate is an "idiot" who doesn't want to play the game. If that's your first thought, of course you're not going to have any sort of empathy towards people who hate losing, and are sick of tunneling and slugging and camping. Sitting on a hook for 50% of the game is not fun. Being left in the dying state for literal minutes of playtime because teammates can't loop well or would rather make gen progress or run around isn't fun. 2 of your teammates dying in the first 6 minutes of a game because they don't know how to play isn't fun.
I'm genuinely curious what fun you gleam from being hooked, and sitting on a gen, and watching your teammates run around. Killers have so much variety in their gameplay, while survivors don't. This game already has a high amount of repitition, a MUCH higher skill floor, and a signficant amount of stagnant gameplay for survivors. And if math is mathing, 75% of the playerbase, at any given time, is required to play survivor for this game to function whatsoever. So how are we blaming a TINY fraction of the majority of the active playerbase for recognizing that a game that they're in is already down the drain, or that they're not having fun on an awful map (like midwich, RPD, Nostromo, Forgotten Ruins, Haddonfield, etc.) against an annoying killer (not even going to give examples because killer players insist ALWAYS that the killer they like is underpowered.) And last time I checked, there's no map filters in this game, or any sort of way to avoid specific killers, so already the experience leaves whether or not your game is fun up to complete chance.If the game is at this point where player preference and gameplay variety is disregarded in place of creating a fun and rewarding experience for killers and diehard survivor players who find no fault with the game in its current state and enjoy masochism, then maybe you're actually right that people aren't willing/ready to play this game. But I'd argue that they just feel stuck doing so because no other game in this genre has had a chance to be good due to a completely cornered market.
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