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Opinions on the new Go-Next Prevention system?

Gh0st2317
Gh0st2317 Member Posts: 155
edited June 17 in General Discussions

What do you all think? What would you probably improve or change?

Post edited by Gh0st2317 on
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Comments

  • Gh0st2317
    Gh0st2317 Member Posts: 155
    edited June 17

    Oh really? I thought they removed the ability to die on hook after missing two skill checks in a row. I've even seen that Shoulder The Burden is currently bugged, as the system is automatically flagging that someone is trying to 'go next' when really they used their perk. I'm sorry that you had to experience that! ):

  • coco_shotz
    coco_shotz Member Posts: 303

    I don't find it too different from before aside from being denied the ability to 4% if things are looking dire (and they often do) but from what I'm hearing its a bit too strict in what it considers "intentional" or simply a mistake.

  • AssortedSorting
    AssortedSorting Member Posts: 1,520

    My only complaint is that being on hook is still boring, not that I'm the type to want to go next.

  • Gh0st2317
    Gh0st2317 Member Posts: 155

    I imagine tombstone piece Myers can give people the go next penalties easily.

    @Toybasher Yeah, I think so too. There was an another post that I'm not sure if you have seen, but someone got a penalty for getting tunneled out of the game insanely quick. So I believe that you are correct that it is based on survival time, not behaviour.

  • Gh0st2317
    Gh0st2317 Member Posts: 155

    Fair enough. I just miss the moments of getting an adrenaline rush of getting the 4% chance.

  • Gh0st2317
    Gh0st2317 Member Posts: 155

    I think that they should've kept the 'miss two skill checks and you're dead' mechanic. Because situations like that are uncommon. The worse part, is that your teammate will have to outlast your hook timer and try to avoid being downed as the new mori mechanic has been implemented. There are some games where I just can't be bothered to play since I just feel done. I won't be surprised if the player count for survivor decreases over the next few days.

  • Toybasher
    Toybasher Member Posts: 979

    Pretty sure a developer said a while ago (few weeks maybe) you'd be able to die on second hook by the end of the game. I can't remember their exact words but they said the system was primarily to look for players who were throwing at the start of the match.

  • Gh0st2317
    Gh0st2317 Member Posts: 155

    I do remember playing a match earlier, and it was just me and someone else left. I was hooked and I finally gained the option to take my chances. So I guess it will only work when there's two survivors left?

  • AssortedSorting
    AssortedSorting Member Posts: 1,520

    Oh yeah the obligatory near 50% self-unhook attempt has been taken out back for sure.

  • Mr_K
    Mr_K Member Posts: 10,346

    There's always room for improvement.

  • MechWarrior3
    MechWarrior3 Member Posts: 5,389

    I agree. I haven't experienced any of this today and I got tunneled out 1,2,3.

  • Rulebreaker
    Rulebreaker Member Posts: 2,618

    What do you call it when something that isn't broken is used to break something else?

  • Mr_K
    Mr_K Member Posts: 10,346

    A number of players leaving matches over petty reasons is an issue. Also this not new, before the disconnect penalty these same people would DC without restraint. I continuely run into survivors that give up after one hook. Run to me wanting to get hooked again if another teammate got to them in time. How as a survivor are you expected to play with teammates like that? The harder it is for players to leave early the better. Either they learn how to play with others or not play at all.

  • Mr_K
    Mr_K Member Posts: 10,346
  • apophis13
    apophis13 Member Posts: 26

    Human agency. Good luck trying to solve that one! It's just the nature of a multiplayer game.

  • Rulebreaker
    Rulebreaker Member Posts: 2,618

    Then maybe people should push it so that other people use their agency to stop wrecking things?