http://dbd.game/killswitch
Concerned about 'going next prevention'
Obviously we won't really know the full impact till it hits live servers, but really what is preventing people from using one of their thousands of unused 'luck offerings' to keep the option to struggle on the hook every match.
Comments
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Start the match with throwing an offering with the idea of giving up would be both hilarious and pathetic.
14 -
There isn't.
They also don't go into specifics on how this system is going to analyze you and determine if you're 'going next'. There are a lot of variables/factors and leaving it to an automated system is more likely than not to come with lots of flaws.
Hopefully this system works properly but I have a really bad feeling it won't.
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That's what scares me. If, for example, giving up is simply categorized as "getting hooked in quick succession" then this would mean that hard tunneled survivors get hit with a dc penalty. Similarly, if missing skill checks is considered as giving up then new players or players going against skill check doctor might end up with a dc penalty.
They really need to clarify exactly what counts as giving up, otherwise I fear that we'll see plenty of false positives.
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Well, if people are burning luck offerings, they are at least not sending me to an aweful map, but yeah, this could be a problem, so maybe BHVR will have to remove this part of the rule and only allow unhooking attempts if you bring the perks for that - in that circumstance survivors could still burn luck offerings that give them themselves no bonus, just their teammates with certain perks, which would be funny - especially if you think about it: Slippery Meat users get increased chances and might be forced to stay in the game ^_- oh my
-2 -
Trapping players in unwinnable games is completely out of touch. They're doing everything except making meaningful changes to areas where the gameplay loop is broken. The developers have still never (to my knowledge) explained why a survivor should do a gen and not hide in a 2v1 with multiple gens remaining. There still seems to be no plan to prevent terrible, pointless matchups like a comp Blight vs 4 solo players whose hours range from 500-5000.
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Yup the bar really is that low for a lot of players unfortunately
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pretty much lets you know which player can be bled out
-9 -
Whats the problem? The whole system has no proper logic behind it and just makes the games worse.
-1 -
Exacty. Instead of trying to address the reasons why people go next, they are instead implementing a system to force you to stay in the match, a system that will also definitely screw the survivors over in scenarios where they aren't even going next. I mostly see killer mains celebrating this change and that's because a) a lot of killers play this game for a power trip and someone going next doesn't give them the same satisfaction as just stomping a Solo Q squad where everyone is actually playing and b) they know that experienced survivors will be playing the game less as it's mostly them who know when the match is absolutely not worth playing while baby survivors will keep playing no matter what so they won't be impacted by this.
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We will see. I guess there will be some problems.
… but hot take here - if you simply never give up (odd - right?) - you hopefully never have any problems with the new system, however it works.
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Because the system would punish people abusing that? So if went next on hook at the start of the match they would get a disconnection penalty.
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If people want to do this with Luck offerings, that is one less map offering, oak offering, or useless other offering. It's also sadly, one less BP offering. :( I'd rather everyone just bring BP offerings instead of any offerings that tilt the game, but if you really wanna be this pathetic that you build around 4%ing to go next, or stand in a corner or point at a hook or whatever, feel free. But you will get a DC penalty and a loss for it, tanking you down to baby MMR with even worse opponents, so you'll just ruin your own games doing this.
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They are not doing this for survivors, it is for killers. The comp Blight doesn't have enjoyment rubbing salt in the wound. They literally, in the same patch, putting all four survivors together so the same Blight can down all four within a minute using the broken Lethal Pursuer perk. I really couldn't comprehend the game getting worse but it actually does.
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I forgot about LP. It will be highly problematic versus high mobility killers, especially with Infectious Fright. Most of these changes seem to be about The Killer's perspective and experience, with no consideration for the Survivors. The devs focus on 'Let's find ways to keep Survivors in a match' versus 'Why do Survivors want to leave?' is a classic case of symptom over cause—just more band-aids for the symptoms that don't address the root problem.
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I feel like this is one of those things that will either get quickly reversed due to huge amounts of backlash. Or they will immediately double down on it and make the system even worse than it's going to be on launch. I agree that too many people give up for silly reasons but I don't think that trapping people in bad matches is good either. It definitely won't make people want to play the game more if they have no way out of unwinnable matches.
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Especially the struggle stage change. Leaving to give the last survivor a shot at hatch in a lost game is pretty common and benefits everyone - the game doesn't drag unnecessarily for the killer, the hooked survivor moves on, and the last survivor has a shot at some extra bp. I suppose you can skip one skill check, hit the next, then miss the next, to bypass it but it's such a tone deaf change imo.
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That's the funny thing about this game. They somehow keep making it worse and worse for survivors which is insane considering the stats pointing to the fact that it's already not in a good state for them. They couldn't have just made survivors always spawn in pairs if they wanted to change the spawn logic, no, they had to make them all spawn together to guarantee that the early game becomes killer sided even tho early game is when the killers are supposed to be at their weakest and survivors at their strongest.
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it just don't sound right.
I don't think this going to help the game at all.
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Exactly. In every event I see, the Survivor bonus is triple-digit, and the standard queue is always at least 50% for me. I wish the devs were this determined to get rid of cheaters.
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Solo q life
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I have yet to see a single person present an idea that is better to fix the "go next" epidemic that doesn't involve nerfing every killer to be Skull Merchant levels of bad or buffing survivors to such insane levels that the result is the same; survivors basically can never lose. That seems to be what people want; killers to be so impotent there is no need to "go next" since escape will be easy.
-6 -
“Being forced to stay in a match with no real chance of winning is stressful — that seems to be the main argument against the system.
But killers are expected to silently endure that exact same stress and, no matter how hopeless the situation is, play it through to the end like it’s just business as usual, aren’t they?”
-6 -
can you inform me what exactly is the true reason behind lasting 20s against M1 killer in first chase and then deciding to give up on hook?
-3 -
I very much doubt people are going to give up their Dead Hard or some other meta part of their build for a luck or unhooking perk, as these are usually used with a specific purpose/agenda in match.
Look, I think they had to do something about going next but the reality is if someone wants out of a match they will do other more subtle things to get out of a match. Playing intentionally poorly etc
We will see how it works out but I think ultimately it just delays a doomed match but wont make people actively want to participate fully in a match they desperately want out of.
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I don't know why you're making this about killer sadly the loser mentality of people who give up for literally anything is what caused this. People will go next if its a 4 slowdown blight or a perkless Pig it literally doesn't matter I've had plenty of games where my soloq teammate gives up at 3 gens and please don't get me started on when someone is in a duo with someone else they get sacrificed first then the other one wants to go next so the other doesn't have to wait.
This isn't even addressing when survivors go "oh well i gave up cause the killer is boring" saying a killer is "boring" means nothing and even if YOU find the killer boring this is a team game I can't get how people don't think its selfish they'll ruin the game for 3 other people and the killer potentially because THEY find the killer boring its so asinine
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That's lame to do. Luck offering will be hidden anyway, but I guess if you've got a chip on your shoulder you can spot someone trying to self unhook, find that they have also brought a hidden offering, and then bleed them out. If they're a new player trying out the mechanic or a troll trying to throw is impossible ot know. You wouldn't even know if they were the one that brought the luck offering to throw, because a teammate of theirs could have brought a luck offering that gives every player luck and thus lets everyone self unhook and you bled out the wrong guy.
I still think it's weird to keep luck in this weird state now though. Luck offerings by themselves will basically just be "I want to throw the game offering" unless you build your whole build around it. May as well make them related to chests and items you get from chests or something, let you get extra addons from chest items or something.
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I'm actually pretty sad about this one.
This is one of the few areas of the game where, even in solo q, the best choice for the survivor on hook is to let go and give the last person the chance at hatch.
It's also one of the most sportsmanlike plays you can make, to gracefully lose while being a team player. The fact that they didn't account for this in the "go next prevention" is a gigantic miss.
In fact, shame on BHVR for taking the option to be a team player away in this situation. You can definitely code around this one scenario while still targeting "giving up early".
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People are making it about the Killer side because Killers playing correctly appear to be the single biggest reason people go next. I've seen people go next because a Legion playing normally tagged them ONCE. I get that, Legion's annoying.
But I have also seen people go next because a Ghostface successfully marked and downed them first try, a Huntress hatchet sniped them, a Hag jumpscared them, a Nemesis existed, a Wesker grabbed them, a Hillbilly mistimed his chainsaw and hit a wall, a Bubba existed, and a Trapper trapped them successfully.
A Trapper. People are going next against Trapper. Yeah.
No matter what Killer is being played, my rounds are being ruined because SOMEONE goes next. This happens when I am playing Killer with harmless normal non meta builds (not even playing unfair with camping or slugging or any of that either) as well as playing Survivor against Killers in general. It's. That. Bad. Go Next had to be punished, harshly, because at this point it's become ingrained habit to just quit for some Survivors whenever some little thing doesn't go even slightly their way.
If you do not want to potentially lose the round because the other side outplayed you or you may face a Killer you don't like, then do not play the game.
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You're never going to catch every instance of someone just wanting to get out of the match and throwing as a result. Nor should you try to do so.
However, the devs should make efforts to mitigate this, wherever possible. The self-unhooking mechanic is used way too often in bad faith. Getting rid of it was a good idea, even if there are still others way that people can throw.
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The patch notes say the Attempt Unhook ability is unlocked when there are only 2 survivors left in the trial. So survivors will still be able to let go and give the last person the chance at hatch.
-3 -
Maybe that maps are so terrible you end up with gens spawning in complete dead zones or pallets that are so weak that even if you somehow get a stun you still get hit. Its sad to think a killer player would feel like they actually outplayed anyone by "winning" a chase at some of the current tiles.
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Many of those newer tiles were designed with the fun of M1 chase in mind, why? Because the previous iteration was too strong for them; it required you to be M2 or have some kind of strong Chase Power that turned them into 50/50s or forced a mistake. Half the Killers in the Roster do not have a strong Chase Power.
-5 -
most tiles are perfectly playable for M1 killers. the newer tiles play more like they were designed for killers to play blindfolded and still win
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there is simply no map where you will last <20s in your very first M1 chase, let's stop making excuses just to avoid learning chases. Even on Vecna's map you can literally last 60s+ in your first M1 chase.
-3 -
If anyone is going down in less than 20 seconds at the beginning of a trial, its 100% a skill/experience factor.
Ignore their excuses.
-3 -
This, most maps have been nerfed to ######### to have these tiles. I don't mean just for me, there's some I can play and some I just see NO possible way to play it. But for my teammates, anything less than a jungle gym into shack into TL wall, means they'll have a 10 second chase and an unplayable game.
2 -
most maps? Pardon? Only fundamentally bad maps are Forgotten Ruins and Haddonfield and even on those you can last significantly more in M1 chases than 20s.
-7 -
To be fair, my friend, most of the older killers can handle the older tiles just fine. Most maps were overnerfed.
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Yeah, I already said that they need to take some kind of action.
However it wont work as I stated, you cannot make people have the internal will and motivation to play a match they desperately want out of. You only delay them leaving but mentally they have already left the match and at that point a bot would be better.
Unfortunately this problem isn't really fixable, you cant force people to have genuine motivation and you cant read minds to confirm with certainty that someone intentionally throws.
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The going next prevention as well as other changes are going to kill the game. People already don't want to play SoloQ as most SoloQ matches have Killers tunneling/camping/slugging at 5 gens with SoloQ teammates crapping on eachother throughout because the match is so unfun. Instead, BHVR focuses on ways to trap players into a match they don't want to be in, when the entire point of a video game is to have fun. Fun doesn't always equate to winning, it equates to having an enjoyable experience which this game fails at if you're not in a SWF.
BHVR also keeps streamlining every aspect of the game to where Survs have no agency anymore and most of the game is spent being locked out of moving. I mean, this entire patch is really only targeting SoloQ and it's not like SoloQ needs anymore nerfs, it's already easy mode for Killer. Same with Killers, all new Killers are insta taking Surv health states paired with some for of fast map traversal on already small nerfed maps.
BHVR needs to focus on making the gameplay loop enjoyable and getting rid of the overkill DC penalty. This is a party game with quick matches, there is no logical reason to have a dc penalty system that goes beyond 72hrs and takes 24hrs to de-escalate timers.
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On the topic of skill issues. MMR needs a tweak again, I refuse to believe half the players I get in my lobbies don't know how to loop or know better than to lead a killer to a gen they can clearly see someone on
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"BUT MY 4%!"
look inside to see it's really just an exploiter under the mask
-2 -
The MMR changes may adress that and avoid unfair pair-ups, but there is a lot that can go wrong.
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The going next prevention as well as other changes are going to kill the game. People already don't want to play SoloQ as most SoloQ matches have Killers tunneling/camping/slugging at 5 gens with SoloQ teammates crapping on eachother throughout because the match is so unfun. Instead, BHVR focuses on ways to trap players into a match they don't want to be in, when the entire point of a video game is to have fun. Fun doesn't always equate to winning, it equates to having an enjoyable experience which this game fails at if you're not in a SWF.
people don't want to play soloQ because they are usually guaranteed to have at least one teammate that doesn't care about the ultimate match goal. Killers will camp, tunnel or slug no matter if you are in SWF or playing soloQ so you can cross that out.
"Fun doesn't always equate to winning, it equates to having an enjoyable experience which this game fails at if you're not in a SWF." - because you can't/don't want (pregame chat) communicate with your teammates in terms of how you will play so you usually end up being the only one actually playing in a way that throws the match and automatically makes it absolutely frustrating for your teammates (yes i'm talking about just wandering around map for saves or playing some other SWF ways that include not working towards your objective). This is the reason why the actual majority who ends up being in match hates when someone just throws the match or gives up on hook simply because "nobody wanted to catter to their own definition of fun".
BHVR also keeps streamlining every aspect of the game to where Survs have no agency anymore and most of the game is spent being locked out of moving. I mean, this entire patch is really only targeting SoloQ and it's not like SoloQ needs anymore nerfs, it's already easy mode for Killer. Same with Killers, all new Killers are insta taking Surv health states paired with some for of fast map traversal on already small nerfed maps.
this patch is literally a huge W for soloQ literally because players giving up early and forcing early 3v1 (same outcome as when killer tunnels someone fast, but takes even less time) are the biggest problem in soloQ now apart from bad matchmaking.
And sorry, but acting like this is some kind of a "soloQ nerf" just because "omg i can't give up when my fun requirements aren't satisfied" while you have just screwed your whole team up is a big self report and makes people with this mindset absolutely red flags for playing soloQ in any team based game. You are frustrated because you can't throw more matches because nobody catters to you and only you as an individual in the match.
BHVR needs to focus on making the gameplay loop enjoyable and getting rid of the overkill DC penalty. This is a party game with quick matches, there is no logical reason to have a dc penalty system that goes beyond 72hrs and takes 24hrs to de-escalate timers.
- i think you aren't aware of what party games are;
- are you aware that you will never reach 72h DC penalty unless you like…DC a lot, right? If you ever reach that point, it's truly time to take a big break from the game and stop ruining other people's matches.
After all of what you wrote, it's not problem in killers anymore, it's not problem in your teammates anymore, it's a problem in YOU.
-1 -
To be fair, you're not really supposed to be able to outlast a chase with a Killer or win a chase against Killer as Survivor. Any Killer. The Killer is supposed to inevitably win chases if they stick it out; the challenge is to waste their time so your team achieves their goals as a result of you doing that chase and catching their interest. Smart Killers do not take chases with Survivors that are difficult to catch to start with, because a smart Killer knows that their time will be wasted and they could pressure better elsewhere. Especially if the Killer is an M1 Killer.
Let me rephrase that, what I meant to say was that in the past, VERY OLD maps were changed to remove things like infinites, which was also why Bloodlust was added. And some maps even after that, prior to rebalancing, were still quite nasty for Killers that had to deal with collision and Killers that lacked strong chase abilities. The rebalancing was supposed to fix this but failed at it, now nobody's having fun.
It is true many of the current maps simply don't feel good, especially certain realms, from either side of the game. I don't think anyone either side likes current Red Forest, I don't know any Killers who like either of the Eyrie maps, and I don't see many Survivors who like Haddonfield. There has to be a middle ground, Looping should be effective but it also can't be so trivially easy that it's as simple as running from pallet to pallet. If this is problematic for older Killers like say, Pig, then simply buff those Killers . I know the "REEE NO MORE HASTE!!!!" people will hate me for this, but if the only solution is Haste? Add the Haste. If the maps are balanced but not fair for some Killers, make the Killers have more capability around the new tiles, don't keep nerfing more maps - because that just makes it trivial for those with stronger chase powers.
Kill rates shouldn't be predicated on how well a Killer does in a map, but escape rates also should not be determined by how easily Survivors can use a map. There has to be some common ground somewhere.
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I really do understand the frustration with these changes and that they seem pretty harsh. They are harsh.
But can we not for once claim that a change made to benefit everyone is "going to kill the game" just because it's going to push out bad actors or force them to stay in the round? Like I get that this is the community's thing, that we hyperbolize every change the gae goes through as "the next thing that will kill DBD", but we asked for this. Guys, we as a community ASKED for Go Next prevention and this is what BHVR did. They are once again giving us the peas and chicken we asked for, and like petulant children, we're going "But I don't LIKE peas and chicken!" and then throwing it at the wall to make a mess. It's exhausting, no wonder BHVR won't try new things, we're cranky toddlers that are literally never happy.
Going Next is a habit. Habits can be broken. If the rules are "you queued, do not leave or you get a penalty", odds are that habit may just break. If people really cannot handle having to actually play DBD, maybe they shouldn't play. It really isn't fair that I have to play with people who queue up JUST to go "Oh no, I don't like X" and then take their ball and go home, ruining MY game. And yes, this is why people do it, it's not just because the other side is being a jerk.
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Ah, I see.
Honestly, I think by the time we reached early 2019 there was no more issues with the maps, save for Haddonfield with Balanced Landing, but even the 3.7.0 map adjustments were good enough. After that we eventually reached the big map reworks, and I think that is when things went downhill.
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