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Understanding the "Go Next" epidemic: why did it exist?

24

Comments

  • Rulebreaker
    Rulebreaker Member Posts: 2,618

    We'd argue its a combination of things.

    When we started around Doc we rarely saw people trying to die on hook unless it was the old "swing escape" build. We did however see more actual DCing. Usually it looked like Internet explosions but we'd say at least 1/3 (collectively between us) we're out of petty reasons. Once the DC penalty hit, THOSE survivors went the route of swinging on hook to go next and got mixed in with those swinging out of other semi reasonable reasons (ex: your hooked and the rest slugged). Its not like anyone could really stop them and it wasn't a super large number at the time. Then killers got buffed during the meta shake up and quickly followed by the eruptoverbrine era. Obviously survivors didn't want to spend an hr trying to win and would quit via swing to avoid the penalty. Fair enough, however we don't think most these people stopped quitting when met with something they didn't like. This then started a trend for certain types of players and just spread from there. Now we can't tell if it's a quit out of frustration or a quit because F you.

  • Rapid99
    Rapid99 Member Posts: 326

    you're leaving out the part where having a bad first chase also means the match is over for you.

    I left that part out because it is objectively untrue.

    But the roster is also big enough that giving people one "killer ban" and "map ban" slot is actually feasible.

    You say that, wait until they implement it and then this forum will be flooded with "Not enough ban slots" posts. It's going to happen.

    Yet if the matchmaker worked as it should, you likely wouldn't get 20 hour teammates. And again, if one bad chase means that the entire match is over, which is where we are today, then that part should be fixable.

    Ok… again.

    One bad chase does not equal instantaneous win for the killer. It's just objectively untrue.

  • Rapid99
    Rapid99 Member Posts: 326

    They already implemented the solution. Stop people from being able to unhook, though I will say they need to remove that whole caveat of "if you bring a luck thing you can give up still!" and just remove it. It completely dodges the point of the system. I have people bringing luck offerings for the first time in DBD history, JUST so they have the option to give up. Rework the perks based around luck.

    But yes I do agree with your point, you can alleviate frustration for what they can control. Honestly what they need to do to alleviate the frustration is what they should've done years ago. Make multihooking the main way to win.

    That is my problem with the whole anti-tunneling stuff. I don't disagree that they should add these anti-whatever systems. My problem is that while they do that, they aren't making multihooking any better. They want multihooking to be the main playstyle (both devs and the players tbh) but multihooking still sucks. They haven't made it stronger. Multihooking is still a detriment to do because they haven't fixed the main thing which is:

    The game is severely survivor sided in the 4v1, but then dramatically killer sided in the 3v1, so killers will do the playstyle that secures a kill the fastest / easiest to get them into the numbers game that is killer favored. They need to close that gap. Just adding anti-tunnel, anti-camping, and anti-slugging features won't fix the main problem. It's a bandaid fix that only helps one side, when they could be making both sides feel better to play.

  • GentlemanFridge
    GentlemanFridge Member Posts: 6,455

    I’d say to wait with retrospectives like this until the measures have had some time to settle. I’m not convinced the ‘epidemic’ is over.

  • GentlemanFridge
    GentlemanFridge Member Posts: 6,455
    edited June 20

    I guess I’m suspecting that they’ll do a partial revert. That, or people will find a loophole and ‘go next’ that way.

    That one “we saved the city” spongebob meme comes to mind.

  • GeneralV
    GeneralV Member Posts: 12,666

    I don't think they will revert the "no more hook suicide" aspect, tbh. The other stuff? Maybe, but I think this part specifically is gone, for now.

  • GentlemanFridge
    GentlemanFridge Member Posts: 6,455

    We’ll see, I suppose.

    Either way, thanks for an interesting, if somewhat depressing read.

  • GeneralV
    GeneralV Member Posts: 12,666

    No problem, my dear friend, thank you for stopping by.

    And I'm sorry there isn't really a positive aspect to share here.

  • CrypticGirl
    CrypticGirl Member Posts: 1,444

    I think they should just leave off the "go-next penalty."  Just the removal of throwing on hook should be effective enough.

    Reading through the discussion, I agree with what some of the others have said about games feeling hopeless shortly after the match starts.  If Survivors have a bad start, there is little to no hope of turning the match around.  Some kind of catch-up mechanic was explored in 2v8, which might help a little bit for 1v4.  Obviously the values would have to be tweaked.  The yellow herbs in the RE-edition of 2v8 were a neat idea as well.  Maybe something like that could return for 1v4 (but again, limited).  Or just giving Survivors one more hook state.  We can increase gen repair times to compensate if need be.  These are just ideas of course.

    I also agreed with the point that there is little point of sticking out a match with a bad start.  Or if the Killer wants to tunnel me out that badly?  Fine, I'll get out.  Bad and/or trolling teammates were another big reason for me to go next.

  • GeneralV
    GeneralV Member Posts: 12,666

    Honestly, I think reverting most of the maps and giving survivors their resources back should help. It is the route I'd go if it was up to me.

    I think it is easier to work with things that we already had instead of creating something new from scratch.

    Yes, that was a concern many players had: that people would intentionally sabotage the game. Though, to be fair, someone choosing to leave already ruins the match for the others who will stay.

  • CrypticGirl
    CrypticGirl Member Posts: 1,444

    Yes, I still think people should be allowed to "F- off" as the other person puts it.  We could just chalk it up to a bad game, as we have many of those, and will continue to have many bad games going forward, no matter what kinds of mechanics are put in place.

    And I'll be real, I've also had some of the most interesting matches as a result of teammates giving up as well.

    And I'm curious: I wasn't around for 2018 DBD, so I'm wondering what kinds of resources Survivors have lost.

  • GeneralV
    GeneralV Member Posts: 12,666

    Fair enough, my friend!

    Well, as for survivor resources, the most important, in my opinion, are the maps. The map reworks, pretty much all of them, made maps worse for survivors, either by removing tiles entirely or replacing them with extremely unsafe tiles that are barely useful. Coldwind maps are the worst offenders, by far.

    Items and perks are also on the list, of course. Med-kits in particular received a severe nerf, which I personally don't think was needed. Perks we could name Self-Care, Balanced Landing, Adrenaline, DS losing 1 second of stun time for some reason, Spine Chill, Iron Will (this one was reverted, thankfully).

    The maps take priority though. While perks and items are important, they are not always guaranteed to be there. Some players play without item, and some players do not go with the meta. But the maps are always, always there.

  • CrypticGirl
    CrypticGirl Member Posts: 1,444

    Oh yeah, I have yet to see a single map that I like.  Though some are definitely worse than others.  For example, any match in the Forgotten Ruins is guaranteed to be a complete disaster.  The number of times I've gone to second phase on my first hook on that map is staggering.

  • Reinami
    Reinami Member Posts: 6,603
    edited June 20

    DBD is by definition a competitive game, because it uses MMR for matchmaking.

    And the point is that these games aren't necessarily compettive. They are TEAMBASED games. Hell the sports games will punish people for leaving early. Every multiplayer game does this. But DBD does not. I'd bet mario kart probably does this if you leave games.

  • bm33
    bm33 Member Posts: 8,404

    The old ranks not only could you see the ranks but to stay in the red/purple as survivor you had to do things to be useful to the team, there was reason to care. With their SBMM it makes sense people don't care what their MMR is when it's all hidden and the matchmaking itself doesn't feel rewarding.

    I agree with GoodboyKaru, they've removed alot of the incentives for survivors to stay in a match and for both sides to play in a more fun way. I think it's one of the unfortunate effects of putting the focus more on balancing based on 60/40 kill rate, making it more competitive, and not considering the fun factor.

    I think of before the modifiers and rift people would say how by Lunar New Year event they would start feeling burnt out but then it felt like not much happened between Lunar New Year and Anniversary so that would be time people would take a break. There was a time people could reset if they needed to without missing out.

    Survivors used to have alot more agency in a match which allowed for more playstyles. Since 6.1.0 they've removed alot from survivors agency to hit and keep that 60/40 kill rate and have pushed survivors more and more to gen focused gameplay - so much so that if you do anything aside from gen rush it feels like you're throwing the game. I liked being able have a mix of stealth and chase, adjusting based on the match, but they've really killed the stealth gameplay and like you said with chases they have removed resources survivors could work with.

  • GeneralV
    GeneralV Member Posts: 12,666

    Comeback potential for survivors has been greatly reduced, I agree. When compared to Old DBD, it is way harder to recover from a bad start these days.

    Yep, all good points, my friend!

  • Reinami
    Reinami Member Posts: 6,603

    My point is that. The devs obviously care that people are "matched" accordingly based on skill. That by definition means that the game is competitive. DBD is not a party game.

    Let me ask you this.

    Do you think Mario Party, or Mario Kart match players together with a hidden MMR? Or do you think that they just throw together the first few people with decent ping together?

  • GeneralV
    GeneralV Member Posts: 12,666

    I consider it a horror-themed party game, most certainly. MMR doesn't exist to create a competitive scene, it just exists to replace (and do a much worse job btw) the old rank system.

    Do you think Mario Party, or Mario Kart match players together with a hidden MMR? Or do you think that they just throw together the first few people with decent ping together?

    Genuinely no idea, haven't played the on-line multiplayer of these games in almost ten years.

  • apophis13
    apophis13 Member Posts: 26

    I think it's more a question of what you reasonably can and can't control in terms of human behavior. Ultimately, BHVR develops the game, but they absolutely MUST accept that there are limits on their ability to control player behavior. Players will come up with strategies to play the game and have fun. Players might not even care about winning or BP or whatever. People might play because it's fun. As a Killer, I've lost plenty of times and still had fun.

    It's true that this game is toxic. Additionally, if this game wasn't toxic, in a fun and charming way, I wouldn't be playing it. It would just be another copy-and-paste arena game. The developers literally cannot fix this. If they do, they won't have a game anymore.

  • jedimaster505
    jedimaster505 Member Posts: 287

    Going next is those players decision to "stop playing", so they're already doing what you suggest. They stop playing because the game is designed reward killers for low skill cheese tactics, while expecting survivors to be a 4 man squad of pro level loopers using 3rd party applications just to escape a killer that has far less experience and skill than they do.

  • jedimaster505
    jedimaster505 Member Posts: 287

    Going next is those players decision to "stop playing", so they're already doing what you suggest. They stop playing because the game is designed reward killers for low skill cheese tactics, while expecting survivors to be a 4 man squad of pro level loopers using 3rd party applications just to escape a killer that has far less experience and skill than they do.

  • jedimaster505
    jedimaster505 Member Posts: 287

    The answer is quite simple. People suicide in DBD because they consider the match is not worth playing. Players don't consider it worth playing because killers have been buffed to such a degree that the challenge level typically far exceeds the reward for the survivor player.

  • GentlemanFridge
    GentlemanFridge Member Posts: 6,455
    edited June 20

    Mario Kart does, actually. It’s not even hidden either.

  • Rapid99
    Rapid99 Member Posts: 326

    So then again… stop playing. Don't play a game you don't enjoy and ruin it for the rest of the people who actually still want to play.

  • Rapid99
    Rapid99 Member Posts: 326

    Hey man with the way you talk the only thing I can tell you is get better and hope you understand because I can already tell, you're too far gone in whatever mentality you've adopted.

    And no… leaving mid game and ruining the experience for others is not the same as not playing at all and letting people who actually enjoy the game, to play without your quitter mentality.

  • Rapid99
    Rapid99 Member Posts: 326
    edited June 20

    That doesn't change that they SHOULD stop playing and we should stop defending people who quit. If you do not enjoy the game you are trying to play and instead you are ruining the experience for everyone else.

    STOP PLAYING. This not debatable. This is not some hot take. You do not ruin the experience for others and then act like what you say matters. I don't care why you DC'd, stop playing the game if you're upset and can't handle the things that happen in the game. And let people actually play the game who CAN handle what happens in it and who actually want to enjoy their time playing without babies giving up instantly because rando #243 tunnel'd them last game.

    It's not the problem of your next match's players to deal with your displeasure of how your games go. That is genuinely child like mentality.

  • Mr_K
    Mr_K Member Posts: 10,342

    All PvP games are competitive by design or by the players. You cannot place two sides against eachother and dismis the human nature to make it a competition.

  • Raptorrotas
    Raptorrotas Member Posts: 3,346

    https://en.m.wikipedia.org/wiki/Casual_game

    casual game

     is a video game targeted at a mass market audience, as opposed to a hardcore game, which is targeted at hobbyist gamers. Casual games may exhibit any type of gameplay and genre. They generally involve simpler rules, shorter sessions, and require less learned skill.

    [1]

     They do not expect familiarity with a standard set of mechanics, controls, and tropes.

    Well atleast according to wikipedia, dbd isnt casual like cookie clicker or bejeweld lol. And survivors are way to angry after getting killed to be actually playing the game "casually"

  • Rapid99
    Rapid99 Member Posts: 326

    That's actually not what I said.

    Please don't misquote me again.