http://dbd.game/killswitch
Actual Footage of Go-Next Prevention In Action
Disclaimer: Not my post, credit to Dawko and u/jack11803 on Reddit
Dawko is, apparently, one of the biggest FNAF YouTubers and is brand-new to the game. This is also the first footage I've seen personally of the system in action. Thought I'd repost just so we have video proof instead of just pictures of the message on the end-game screen.
Comments
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- yes, this video is just awful. even the player (i dont know who he is) seemed shocked by penalty🤣 DBD is currently the only game in the world that punishes players for having a bad game. Can you imagine something like that on Fortnite or COD?🤣
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Honestly, I think the system has potential, but clearly needs a bit more fine-tuning.
This particular match was an unfortunate example… Dawko is new to the game, and it’s totally understandable that a new player wouldn’t fully grasp chase dynamics or map pressure yet. Still, the idea behind the system isn’t to punish bad games… it’s to discourage deliberate throw behavior or early ragequits that ruin matches for everyone else.
Ideally, future updates will distinguish better between inexperience and intentional sabotage. Because while the execution isn’t perfect yet, the intention to improve team accountability is, in my opinion, a step in the right direction.
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- yesterday i got grabbed by the skull merchant who was undetectable. my teammates saved me from the hook and i wanted to stop a gen regression before healing and i get grabbed..i'm not blaming the killer, it was my mistake! The future system must also understand that "undetectable" affects some game mechanics... mistakes happen to everyone!
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It definitely sounded to me like things might get a little heavy-handed with the go next prevention, but this looks absurd. There was also talk of increasing the penalty and even requiring players to complete a certain number of matches normally before decreasing a player's DC timer.
Under the current environment that's a terrible idea. I get occasional server disconnects when my internet is completely fine, but I still get a penalty for it. And I understand that it's not easy or even necessarily possible to distinguish between an intentional disconnect and a server connection error, but such things are frequent enough to regularly punish completely innocent players. Imagine if I tend to get am average of 1/30 games with a server disconnect. Since server disconnects are essentially uncontrolled almost random events, that means that some of the time I'll likely see a penalty, try to play enough matches to reset the penalty, then be unlucky and get a server disconnect again and instead have a longer penalty.
But now players can be punished if they jump over to survivor and get tunneled or even just happen to be unlucky in match. That means that penalties will probably be stacking up for a large number of players who didn't do anything wrong. A likely consequence of this is that players will get their penalty, go do something else, and end up playing the game less, resulting in fewer people who spend time playing DBD.
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The punishment system needs to be deleted entirely. Not being able to kobe can stay BUT only for early trial (time/gens done/killer hooks or whatever).
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My friend who plays survivor did three generators, broke a hex totem, escaped and got hit with a DC penalty and lost a grade. That was today. Yesterday, I was playing around as Killer just stalking people with Undetectable and then jump scaring them. Broke some generators, killed 2, let 2 go, and I got flagged for inactivity, hit with a DC penalty and lost a grade (I didn't even think that was a thing for Killers). Don't know what's going with these systems, but if I get punished for playing around in a game then what's the point.
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With a guest appearance of invisible Springtrap, too, it seems.
But yeah, Dawko's a big name in the FNAF fandom, so this could be real, real bad for the momentum of this chapter.
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No more goofing off and being friendly? Pretty sure that's the wrong direction for the game. A lot of people get a match where the killer has mercy or just decides to do memes and that can be a fun break from the sweating.
And how am I going to be basement Bubba?
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I said from the day they announced it that there'd be no way to distinguish purposely dying or failed meme attempts. I've had games over almost as fast as this. (One wouldve been faster but the Spirit decided that after slugging everyone, they'd let us bleed out instead of.) I've even been accused of trying to go next and reported when I just had horrible luck in my choice of where to run to. Then again, I've been reported for a lot of things that range from petty to simply moronic. Unfortunately there are just too many factors that can dictate an outcome like this.
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There was also talk of increasing the penalty and even requiring players to complete a certain number of matches normally before decreasing a player's DC timer.
That part is also included. Banned for being new, banned for not playing well enough AND you get an increased penalty that takes twenty games to remove.
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I don't. They need to scrap it entirely and focus on the root cause.
There is NO system that can account for everything. You cannot force people to play the game, especially when the game sucks half the time. If you, somehow, successfully salvage this system despite the tidal wave of bad press it's generating, you have now shifted the goal posts. People will now not commit suicide, but rather soft-quit. They just won't try.
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Worst part is, this system doesnt just happen with hooks btw.
Was playing with a friend who hadnt played the game in a long while, came across a Bubba who was just proxy-camping every hook because they wanted to. I ended up going down, they picked me up, dropped me because they realized that they could not hook me, and I ended up bleeding out because he just stood on top of me the entire time and my teammates could not help at all.
I got a warning for it. I got a warning for being bled out by the Killer for 4-minutes straight.
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I warned people this would happen BHVR does a dumb AI look at the game and does not review the game.
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Thank you for sharing this, I would have thought people would have been flocking to show footage of it happening with how frequently its being mentioned on here. In that particular example he didn't leave the TR after getting unhooked, and instead glued to a gen right in view of the killer. This is a near universally bad play (barring certain circumstances,) and one that people would often do to get out of the game as fast as possible, so its not terribly surprising that it would accidentally trigger the penalty. That said, it is an extremely understandable rookie mistake a new player would make.
FOR THE RECORD, I AM NOT SAYING THIS SHOULD HAVE HAPPENED. IT IS VERY CLEARALY NOT HOW THE SYSTEM IS SUPPOSED TO WORK, NOR SHOULD IT BE
New players are going to be unoptimal in a lot of ways, but in this case in particular that misplay was one that people have been doing on purpose for ages to go next. Whether the answer is to put a limit on the go next prevention system (maybe at less than a set amount of hours you have a bigger threshold,
or even post game warning screens to warn new players about objectively bad plays for the first few times they get dingedI just saw they actually do tell you what caused it, though it could definitely be improved to help explain things to new players better especially.)This was exactly the type of thing that helps, though. Knowing exactly how these systems work internally allows the devs to better understand what could be causing the issue, compared to only being able to speculate like I did above.
Can they submit the video to a report? Or even just post it here in general?
Don't know what's going with these systemsIs why I ask. The best troubleshooting comes from things like crash logs or ingame data (command console, in game reports, etc) while video can help narrow things down in lieu of that. Anecdotes are valid as lived experiences but they do nothing for troubleshooting if they can't be reliably recreated and isolated.
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Jeeze, I hope not. It'll be good bye to spontaneous snow ball fights come the winter event :(
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From what I understand, she tried using Steam's in-game recorder but didn't realize that it shut off or she accidentally shut it off. I have a screenshot of the endgame emblem screen showing that I lost pips, though, but no video, sadly.
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Hope they patch this out entirely. New players must feel awful dying early in chase and getting told they're sandbagging in a game with one of the worst tutorial and skill curve experiences out there.
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Thats fine, and I'm not accusing you of it not happening, my point was that those types of anecdotes are not only useless to developers in that form, but they can even be poisonous due to human error or missing supplementary data. The more spaghetti the code gets in a near decade old live service game, the more entirely unrelated things can have surprisingly illogical affects on each other. In the post earlier I was able to get a starting point based on the video as to where the penalty could have been accidentally triggered, and potentially why. This gives a starting point for systems to look at, tests to run, and a potential avenue to both isolating and correcting the issue.
And I don't even have any way of knowing how much it might help, if at all. It could be completely unrelated to anything I proposed. That said, if it was related, the devs would be able to identify that the issue was being caused by one of the relevant factors (time from hook to a gen, presence of the TR, hell hook struggle/wiggle progress can tie in for all I know) and gives them direction on how to solve and/or prevent the issue on their end. Hell it can help them preemptively find when other issues are present even before needing to be reported sometimes.
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I completely understand. Didn't think you were accusing me of anything. Just wanted to respond to your question.
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Of course, appreciate the cordiality.
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Actually I think you're right. Now is exactly the time when BHVR doesn't want this to happen. With a huge influx of new players due to the FNAF chapter, DBD needs to be in a state where new players aren't getting warned that they're engaging in bad gameplay just because they're new. That might cause a lot of people to put the game down before they spend much time on it, and then not pick it back up. If it's as bad as it could be considering what we saw in that video, patching this out might need to be one of the highest priorities for BHVR right now.
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Nooo, I need my snowball fights, those are one of the most fun thing in DbD. Snowballs, pebbles, lutes, I love those.
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Dawko is not brand new to the game, lol. He's been playing since the game's launch 9 years ago.
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I wonder if they could have avoided the penalty by using the abandon function…
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This is embarrassing. And the Go Next feature aside, there are still players who think the game should be balanced around high MMR when this is the new player experience. Game was over in 2min, and before the streamer even got the warning message he said he wasn't impressed. Matchmaking overhaul should have been prioritised before all this other stuff if they want to retain new players. Better tutorials too obviously.
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The developers set the parameters so they'd know exactly what needs changing. The system is working as they intended, they just didn't consider or account for enough variables
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Finally what people have been asking for! "Kick out of my games anyone with less than 4k hours in the game"!
This community and the dev team's aversion to new and casual players is finally taking shape in the form of the ultimate anti-newbies game mechanic.
I'm excited to see what this means for the future of the game.
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Basement Bubba now comes with crows 🐦⬛
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Which is exactly why I bring up the importance of video examples, as they show said variables and their impacts
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Sure. But some variables are not only easy to foresee, they were also brought up countless times to the devs during PTB and ignored. Such as short games not necessarily meaning someone is intentionally trying to die, tunnelling (one of the most complained about strats since pretty much the dawn of the game) also can cause short games. Especially for newcomers, the very folks that the devs were hoping to attract with the biggest chapter release yet.
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Imagine the amount of new players that arrived with the release of FNAF chapter and left the game because they were punished for playing bad.
BHVR released the most successful chapter so far along with the "Go-Next prevention" debacle, a brilliant move, haha.
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It wouldn't be DbD otherwise. Stranger Things released with broken matchmaking. Resident Evil released with a map that crashed the game and a buggy killer. Somehow, DbD manages to sabotage new players' first impressions during some of the game's best chances to increase its player base.
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Stranger Things released with broken matchmaking
Good times:
Honestly I had forgotten about that.
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Honestly, the current outrage feels incredibly inflated. I've played over 10 hours of Survivor since the update and haven’t encountered a single unjustified penalty.
Maybe I’m just one of those players who doesn’t immediately give up the moment something doesn’t go their way. Maybe I don’t ragequit the second a chase ends badly. Funny enough, I’ve also seen no issues from streamers like Otz, Hens, KL, or Ayrun. That says something.
Yes… the system clearly needs refinement when it comes to handling brand-new players. If someone genuinely doesn’t understand chase mechanics yet, there should be safeguards in place. That’s fair.
But let’s also be honest: If someone regularly sabotages matches… whether by ragequitting, throwing early, or just refusing to play → yes, they should absolutely be penalized. And frankly, the DC penalty should be harsher, not lighter. If you only enjoy 50% of your games, maybe that’s a signal to take a break. Reflect. Reassess.
Because if this community ever gained full control over the devs, we’d probably see DC penalties removed entirely… and nine out of ten matches would lose a teammate in the first five minutes. That’s the cold reality.
This system isn’t about punishing “bad” players. It’s about reducing the number of matches that are doomed from the first hook. And as imperfect as it is right now, it’s a step in the right direction.
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In that particular example he didn't leave the TR after getting unhooked, and instead glued to a gen right in view of the killer.
This is a near universally bad play (barring certain circumstances,) and one that people would often do to get out of the game as fast as possible, so its not terribly surprising that it would accidentally trigger the penalty.I don't think it's a good idea to hitch the system on that, especially with anti-tunnel changes slated for the near future. Plus, there's Quick Gambit, which would encourage you to get on gens when the killer is near, too.
If the system is going to micromanage your playstyle to this extent, survivors should just be auto-piloted by AIs from the get-go, since there's staggeringly little choice left.
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I gave a hypothesis of what was most likely happening regarding the system, and specified this particular thing as it is regarding a very common method of going next. I don't disagree with you that this factor should not necessarily be in place, especially without some type of caveat that least prevents it from applying to new players. I thought that was pretty clear.
The micromanage hyperbole is kinda dramatic, considering we don't even know how harsh or lax any of the upcoming killer playstyle modifications are going to go. But hey, it makes for good tangental tribalism I guess.
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2.2million subscribers
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I understand to an extent the devs intentions, but this was seen from a mile away. And the worst part is, it feels like they didn't really fully test this very obvious scenario. New players are going to have this kind of thing happen to them all the time because they're new. Thankfully, it's halted, but again, it's very obvious this was going to happen. My vote is to just improve the bots that replace players, or figure out something to do more about the DC penalty. This is not it. You can't force people to be in games they don't want to be in. And they're going scare more people away then bring in with the way they're going.
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Honestly, they don't need to change anything. The game is already fine. First off, we all have to understand the DBD is lovingly and charmingly toxic. This is the only reason to play it. Otherwise, it's just another copy and paste arena game, and those are boring. And, besides, if DBD tries to make itself boring and sterile, it will just be outcompeted by bigger companies that already have a plethora of micro-transaction arena games, like Fortnight, Marvel, a new CoD every year, etc.Now, to the point.
Yes, lots of people in this game do things others don't like. Survivors do things killers don't like. Killers do things survivors don't like. This is why the game is good. Literally. Yes, it's true, if you make it so that survivors can relentlessly bully killers, then the game breaks, and if you make it (this will never happen because survivors, um, outnumber killers…by design) so that killers just crush survivors every match, I guess that would break the game too, but, again, that's unlikely.
Anyways, the game is fine. You win some. You lose some. You will get trolled. That's why we're all here. Period. They need to allow people to play whatever strategy that they want, and that's ok! I mostly play killer. I don't mind getting bullied by survivors. I've been bullied my whole life. But here, when people bully me, I get to cut them down and put them on a hook. It's so much fun! Teabag me! Flashlight me! Drop pallets on me! I love it! I want more! If you stopped, I'd get bored and go play a non-PvP game because normally, I hate PvP because it's boring. But, here, you actually feel investment because of the delicious and delightful toxicity. So, if a survivor wants to pick that laboratory place every time? Cool with me. I've seen that place so much that I've got it memorized! It was your home? Now, it's my home too! If you want to disconnect? I don't mind.
I do play survivor too. There are weekly survivor quests, and I do them. Also, this week, when I saw that 2.5x, I chose survivor. I haven't even played a killer yet this week because I didn't feel like it. I generally get crushed by killers, but, whatever. It's fun. It's less fun, though, for me, because I'm not much of a bully. So, I don't want to bully the killer. I mostly just try to finish generators and try to avoid the killer, but, you know, whatever. Survivor isn't fun to me, but that's totally a personality thing. But, it's clear to me that lots of people love it. So, yes, this is a bad change.
All of the planned changes? Also bad. They need to just let people play the game and realize that a certain amount of whining is just going to happen. All of the different strategies is great! Honestly, when you play one of the "bad" killers, sometimes you just win because survivors aren't used to seeing that killer all the time, and they get taken off guard. Yeah, sure, with a really experienced SWF, playing Hag all your totems are down in less than a minute, but when you play people that forget about those and are just going generators while you're setting up, it is hilarious when you finally get down to business and chaos ensues. When it works, it's great, even if usually it doesn't. And, that's ok. The point of playing a game is to have fun, not to win. I have lost many times and still had fun. Honestly, the game is great right now. They need to stop trying to fix stuff and just concentrate on content. It's great! Don't change it!
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People react to the Warning Message like its a personal slight against them, they dont want to be told they played incredibly poorly. So poor in fact that a system designed to track people who kill themselves on purpose are suspicious of them.
You do know how other games tell you, that you are bad? They give you a Game Over.
I gotta say I have no time for a guy who sits and looks at a warning message for 10 seconds, then looks at chat and then looks back at the message. Its Theater, He wanted to make a point cause he felt insulted by the warning.And BHVR is happy to take a look at their system, ofc they are.
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- No, sorry, the problem here is not "game over", the guy was being ironic saying "gg, the worst match of my life"... the problem is the ban/penalty, it's definitely different. On fortnite (example) you can die within seconds of landing, it's game over, not ban/penalty🤣
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Do you also blame the game and system, if you lose your souls in Dark Souls?
Its the System that is bad, not you who is bad at the game? am I understanding your POV here?-23 -
At least to my knowledge, dark souls doesn't lock you out of the game for failing. It simply tells you that you lost but you can try again immediately.
The new go next system adds insult to injury by not only telling you that you lost but also by preventing you from playing the game at all.
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Was Dawko locked out of the game???
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Eventually, this could happen with the new system. New players don't understand the intricacies of the game and are the most vulnerable group to hard tunnelling, which the system flags as giving up.
The fact that they have to fear the threat of getting put into a timeout for losing is probably not going to convince those encountering it to stick around, especially since many might not even understand what they did wrong.
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People were getting DC penalties for dying quickly, even if they tried their best and didn't intentionally try to throw. It was just a horrible match that was over in three minutes, and this streamer got hit with a DC penalty. That is simply unfair and the reason why the penalty was killswitched.
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Well the streamer in question didnt get any DC penalty on his VOD, Do you guys have a source for were you saw this?
EDIT: YEAH YEAH, Just vote me down for asking for a source. But you should care about evidence-based reasoning!
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But the evidence that the system is too lenient and produces false positives is right here. A warning will turn into a dc penalty if the system gives them another flag and as we've seen in the clip, the system isn't sophisticated enough to differentiate inexperienced new players and throwers.
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There's a difference between asking for a source to validate suspicious info versus asking for a source because you have no other counter argument.
Any false positive for a system that automatically serves out punishments is a complete and utter failure, no questions asked. Could you imagine a system where a killer would get a matchmaking penalty potentially added to their account if they haven't hooked a survivor in 2 minutes?
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A warning will turn into a dc penalty if the system gives them another flag and as we've seen in the clip,
Link me that and give me the timestamp, as far as I saw I didnt see any DC penalty in that clip nor have I in any other.
Which is why Im asking for it.-16

