http://dbd.game/killswitch
Opinions on the new Go-Next Prevention system?
Comments
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Well, they say that you "intentionally" die even when you are doing your very best and just miss a skill check. It's really messed up in my opinion. Basically, the game says that if you ever make a mistake that you just died on purpose. It's really punishes less skilled players in a really unfair way.
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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! ):
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Oh, right, and then it locks you out of matches, but doesn't even tell you unless you try to join. Wow, this is really messed up.
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Yeah, that is pretty messed up. It should have a striking system or just be completely reworked/reverted.
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You no longer die from missing two in a row. That's true. But, if you miss any, it says that you are doing it on purpose. Those wheels do keep spinning after you push the button. They can be hard to time.
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@apophis13 So even if I miss one, it is flagging that I'm intentionally trying to go next? That is absurd. Idk what BHVR is even thinking tbh. 😕
What is even more worse, is that this patch is ridden with bugs too!
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I can kind of understand some things, like only giving credit for partial gen repair and not, say, tapping a totem (which could be used for avoiding crows like locker hopping).
But wow, the system seems to be really tuned to assume that "you're just afk, and until you do one of exactly 4 things you're going to be punished" is pretty extreme.
The not letting go on hook changes seem fine for the most part, but we're kind of back to "Doctor spamming m2 to prevent you from doing anything" would force the system to flag you as AFK with penalties, and that's pretty messed up.
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Wow, that really does suck. Their AFK system has gotten a tad too extreme like you said. Still, idk what BHVR was even thinking. Everything they release, is often bugged or smth.
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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.
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Yeah, I think the system is quite bugged at the current moment. Given how it's giving false flags to survivors sometimes as I've previously mentioned, there was a post where someone used Shoulder The Burden and the system flagged the survivor for it. Pretty absurd if you ask me. I feel like they should allow hooked survivors to take their chances if the team is getting slugged.
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Pretty sure the crow system isn't to counter AFK survivors but count survivors who are intentionally hiding for a prolonged period of time to waste as much time as possible.
I.E. a somewhat common (but not super common, it something I only saw a few times a month) scenario is you kill 2 survivors, and the final two survivors ignore gens and hide. Crouch-walking around the map, hiding in a corner spamming emotes, picking up and dropping items (which prevented AFK crows in the old system) etc. and just waiting until the killer eventually gives up looking for them and disconnects, or the server shuts down.
This is a problem but I thought the abandon button already solved it. If survivors are hiding and not touching gens, you can just abandon and find a new match while keeping bloodpoints and no DC penalty.
About the Go Next prevention I think how it really works is it's just some timer and if you die before the timer is up (it's likely not a long timer) the game declares you were throwing the match. It likely doesn't detect behavior and only goes by survival time. While it does solve people who throw/let the killer kill them, it can apparently trigger a false positive on scenarios like a killer finding you extremely quick and hard tunneling you out of the game as fast as possible, etc.
EDIT: I imagine tombstone piece Myers can give people the go next penalties easily.
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My only complaint is that being on hook is still boring, not that I'm the type to want to go next.
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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.
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Fair enough. I just miss the moments of getting an adrenaline rush of getting the 4% chance.
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I hate that I can't let myself die on second hook to let the hatch spawn for the last Survivor. They're not gonna come save me and if they do, I don't want them to. We are never getting that last gen done and I just want to be in my next game already. I didn't bother hitting any of the skill checks in a Ghost Face match I played because what's the point if it's just for BP anyway? Am I going to get flagged for trying to "go next" for that?
It's kinda funny to spam the unhook animation and watch nothing happen, though. But to be totally honest, this might be the patch that makes me quit Survivor for good. I just know I'm not going to be able to play through 20 Survivor matches without getting frustrated enough to want out of a match. So I'm done with the role outside of doing the odd quest or daily.
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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.
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Should have just made early game hook suicides impossible instead of this whole contrived system.
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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.
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I agree. I find it ridiculous that the ability to take a chance at unhooking yourself is removed. Because now you need to keep bringing luck offerings/perks. It would've been better if it was on a time limit instead of being the whole game. So like, you'll be unable to take your attempts within the first five minutes of the match or something like that.
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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?
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If it's designed to target excessive hiding at 2 survivors, it's definitely targeting people at every stage of the game. People are getting crows for being interrupted by cleansing thrill (by screaming, which is outside their control) which is absurd.
And just in general, with both the afk and go next systems, there seem to be instances where the killer can force these scenarios to occur. I'm unsure about tombstone, but hard tunneling someone out, for example, does punish the survivor, even if they're playing and trying.
If there's one thing about DbD we should know by now it's that if you give either side the ability to abuse mechanics like this, they will do so. The fact that this isn't accounted for already, especially after ptb feedback, isn't a good sign.
I think it's a bit unfair to players to assume the worst, where the default position is that "you aren't trying" until you successfully complete one of maybe 4 specific actions, and every 30 seconds or so.
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I believe that the player count for survivors will probably drop significantly due to all of the false reporting by the system.
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Yeah, my friend got tunneled and hit most of the skill checks on his second hook (no one went to save him, either), and the game gave him a warning about suspicious behavior. This is an absolute garbage system. You don't punish people for getting tunneled or missing skill checks.
I'm furious even watching that happen to someone else. It's not okay.
Edit: I thought he only missed one. No, he missed more than one, but we're on console. We miss a lot of skill checks. All kinds of skill checks. All the time. I almost never make it through an entire second hook timer on Switch. Seriously, I just finished out a match where I missed half of my generator skill checks because something is off with my timing today, the skill checks feel faster than normal so I'm not hitting the button in time.
BHVR, punishment systems are awful, fix the in-game mechanic to do whatever it is you need it to do. Don't punish us because your implementation of the second hook state doesn't completely align with your vision.
Post edited by TragicSolitude on21 -
So I guess you can make an attempt on first hook as one of the last 2 Survivors, but on second hook missing your skill checks won't do a thing (although I think it might advance the timer a little bit like before so you are sacrificed slightly faster). As it happens, the other Survivor did manage to find the hatch and get out, but the was nothing I could really do to help them by spawning it faster.
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I agree with that statement, the new system is appalling!
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It would be nice to still gain the ability to just die on second state if it was just you and an another survivor remaining.
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They don't indeed. They just add whatever people desperately need, and sometimes it just goes to hell insanely quick since BHVR doesn't properly test it.
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Oh yeah the obligatory near 50% self-unhook attempt has been taken out back for sure.
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Same goes for the afk system. Completely went nuts with it instead of simply fixing 2v1 scenario where the survivors just stall.
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The combination of “go next” prevention and the AFK crows are working TERRIBLY in tandem. Normal gameplay is being punished with crows and the fact that they are both supposed to disable in end game is showing that that’s not the case. So right now those two things are giving killers a major advantage more than anything any perk ever give them. These things were not thought out and they were not implemented well at all. You’re punishing people for playing normally and this combination cannot stand and if it does, it’s just going to lead to a reduction of players because nobody is going to stand to be punished by playing optimally. And before anybody says anything, I also want to state that I do not believe that killers should be punished for playing optimally either. Sometimes tunneling or camping is the optimal play and that should not be punished just like a survivor playing optimally should not be punished. The entire reason that we are where we are with all of this is because The people who the loudest are the ones who are listened to on both of the coin and it just leads to this game getting less and less playable.
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It needs to be removed and sent back to the kitchen to cook. They put very little effort into making a prevention system and it shows.
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22
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There's always room for improvement.
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I agree. I haven't experienced any of this today and I got tunneled out 1,2,3.
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It's called fixing what isn't broken, and it's a terrible idea generally.
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It needs a lot more work, as it stands right now people who want to "go next" just throw the match in even worse ways. They throw pallets, blow up gens, in and out of lockers etc.
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What do you call it when something that isn't broken is used to break something else?
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It's horrible, a stupidly overtuned and restrictive bandaid for a problem that's always been a symptom of many separate issues.
I had a bizarre game yesterday where the killer got maybe 1 hook for the entire game. Right at the end the team started messing around and all three of them went down. So I pulled the killer away in case one of them had UB, and then left. The Killer proceeded to hook two of them, their first time on the hook. And all those two could do was flex on the hook, because there were still three survivors alive and that meant they weren't allowed to even try to kobe. Finally! An end to the scourge of survivors leaving the game "early", and by "early" I mean a full minute into EGC.
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People going next at the slightest inconvenience (hell, even if we were doing really well… two gens left, everyone still alive, and it's their first hook) absolutely drove me up the walls, but this is not the way. There are at least occasionally times when I think it's justified to go next. Teammate/s teamed with the Killer (a problem that has increased exponentially in the past 3-4 months), and they're leaving you to die? Fine, make your attempts, whiff your two Struggle Checks, get out. Less than four minutes in and you're getting steamrolled so hard (because we know how wonderful MMR is at matching you with teammates and Killers of fair skill levels, rather than prioritizing queue times over everything else) that there is absolutely no hope of winning, someone is already dead, one person is hanging on their second hook, another is dead on hook and hiding, there are five gens left and you get thrown on your first hook to see
PlaythingFool's Folly pop up?Sorry, you just have to hang there and stick around for the inevitable, drawn-out loss.
You get put on hook, the only other Survivor remaining is injured, and there are two gens left? The only hope of anyone escaping is for Hatch to spawn as quickly as possible? Sorry, you can no longer whiff 2 Struggle Checks and instantly die. The Killer has plenty of time to find them. Had this one happen half a dozen times in the PTB and brought it up then, am equal parts disappointed and unsurprised to see that they kept, "You can't whiff 2 Struggle Checks and instantly die, even to give the last person Hatch".
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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.
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But the fact that the system is falsely reporting players, is absurd.
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I'll say again, there's always room for improvement.
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"Always room for improvement" Ah yes, let's keep a very broken and unfair system in the game and don't even bother to fix it. It's just gonna make survivors quit at this point.
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Oh dw, I know what you're saying. But the truth is, BHVR won't even fix this at all. And currently, a lot of players already hate this. If they wanted a positive feedback, then it should've been worked on more better rather than giving unfair judgement.
Post edited by BoxGhost on5 -
Sure, people do things. People do things you don't like sometimes. But, you're never going to force people to do what you want them to do all the time. People are independent and creative and have agency. They do things. The best you can do is drive people away, which is what the game is literally doing right now.
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Human agency. Good luck trying to solve that one! It's just the nature of a multiplayer game.
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Then maybe people should push it so that other people use their agency to stop wrecking things?
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I think that, whatever BHVR does, it shouldn't include a punishment system. If a punishment is still needed, then the prevention isn't working correctly. As is, I've seen players get warnings despite doing nothing wrong. That's not okay. This feels half-baked: "oh, we stop the survivors from doing these different actions, but also we punish survivors in case those preventative measures don't do enough." Say what? No. Make a system that works on its own, not one that kinda sorta works and throws a punishment net over it all for when stuff slips through.
And I'm sure those survivors who wanted to go next but couldn't and instead body blocked me mid-chase and ruined my matches didn't get any warning afterward, because they didn't die fast enough. Meanwhile, my friend got a warning for getting tunneled.
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I'm not surprised that there is even a Bloodpoint bonus for the survivor side. Really shows on how less populated it is slowly getting due to this. I just don't think it should've existed in the first place.
The worst part, is that it wasn't activated in PTB. So it wasn't even properly tested by players in the PTB. If they deployed it during the PTB, they could've improved it or just decide to scrap it altogether if many people hates it.
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to me, this is the worst update I’ve seen in 5 years of playing and it’s making me second guess playing for awhile.
- Go next is flagging people who get tunneled. The problem is that there is no reliable way to say someone is go nexting vs new/mistake/tunnel. Like I’m sorry I got tunneled out and I’m not a great looper, guess I have a dc penalty. I saw someone post on a dbd fb group that their friend joined cause of fnaf. He is brand new for three dc penalties in a row cause he is still bad. Quit the game for good.
- the crow situation is noble, but way too strong. Like if I’m afk it means I’m afk. Not running doing a gen, getting chased off try to find a different gen and now I have two crows cause I didn’t spend 15 seconds in the first gen. Now I’m going to get found asap.
16 - Go next is flagging people who get tunneled. The problem is that there is no reliable way to say someone is go nexting vs new/mistake/tunnel. Like I’m sorry I got tunneled out and I’m not a great looper, guess I have a dc penalty. I saw someone post on a dbd fb group that their friend joined cause of fnaf. He is brand new for three dc penalties in a row cause he is still bad. Quit the game for good.

