http://dbd.game/killswitch
The "go next" prevention is a disaster as expected
Comments
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It doesn't matter which was more common. Why is only one side trapped in a game they have deemed unwinnable?
The frequency of people disconnecting etc is completely irrelevant. It is another situation where survivors are told how they should play and killers are left to do as they please even though the way they play will often make people want to leave.
Saying the unfun playstyles will be addressed soon is also irrelevant to this discussion. They aren't dealt with right now and yet survivors are forced to stay in a game with those unfun playstyles.
On top of that you can no longer leave when the killer has a high ping you just have to keep playing because you are punished for disconnecting and punished for giving up.
Let's not fool ourselves either. The anti tunnel/slug/camp will be a light touch as usual AND killers will more than likely be given something to make it easier for them to cope with.
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Something being common, and community backlash being more widespread and loud as a result, is directly linked to how fast something is addressed (or if something is even addressed at all) by the Devs. While it's true that stats are often used a bit too much, community outcry and frequency does affect some decisions.
Recently, part of the Anti-go-next system (the part that gave penalties when Survivors died too quickly for its taste, giving false positives that people were giving up when in truth they were merely getting tunneled or were just inexperienced) was kill switched in a matter of days due to the unfair punishment it granted. Now Survivors who want to just "go next" for any reason (if they don't have a luck offering/perk to make going next possible again) will simply run to the Killer to get hooked faster without fear of getting a penalty for it, the Abandon function also effectively removed griefing Survivors by slugging everyone and letting them bleed out as now they can just leave with no penalty if everyone is incapacitated.
The Anti-AFK crows, after enough people spoke about it and even showed videos, were made more lenient within two patches in order to not punish people during normal gameplay in situations that essentially required staying hidden for some time and didn't punish newcomers that were simply lost and couldn't find gens or totems.
BHVR has a lot of faults, and they sometimes make very questionable decisions, but (especially in recent times) they did prove that some of their decisions are influenced (whether it's reverting something or implementing something) by the community.
All their "Anti-something" measures are made to only target extreme cases without affecting normal gameplay too much (it's why the crows were made more lenient fairly quickly, for example). It's obvious that the anti-slug/tunnel/camp won't be something that completely removes those things from the game, just like the anti-AFK doesn't completely remove hiding for a long time but deals with extreme cases decently enough. Just like the first crows could be weaponized by the Killer (slug the 3rd Survivor and the 4th was forced to either go for the slug asap or jump on a gen if they didn't want crows giving their position away, both options making them very vulnerable to be spotted by the Killer, which made slugging for the 4k worse) and were changed because of it, the devs have to keep the Anti-slug/tunnel/camp from being too powerful that they can actively be weaponized to create lose-lose scenarios.
I will agree that it's annoying to be kinda-trapped in a match with a cheater/VPN Killer for longer (although you can still throw yourself at the Killer to quicken the process, or bring a luck offering if the option of going next on first hook is that important) and I think BHVR should make going next on 2nd hook after 2 missed skill checks still a thing (especially when in 2v1 situations where you want to give a chance at Hatch to your teammate). But I do believe that their upcoming Anti-everything mechanics will, at the very least, make those playstyles less efficient and thus less viable (or at least tedious/annoying enough to be a deterrent).
It's a shame it wasn't addressed sooner, but better late than never. After they dealt with the first AFK crows iteration and with the faulty Anti-go-next penalties in a timely manner, I'm willing to give BHVR a chance with their anti-slug/tunnel/camp, at least until they give more details and show if their first drafts are efficient without going overboard.
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The Go Next system makes Survivors become salty and play more competitively to just get out of the round against Killers they hate, which stresses Killers out. Killers tunnel and use sweaty tactics to try and handle that level of pressure, or because they themselves are annoyed by comp games every round. Killrates drop, people feel like they aren't even having fun as Killer, Lower Tier Killers get the shaft again instead of the buffs they desperately need so you never see them. MORE ragequits happen but now insult is added to injury. And nobody is happy.
The killrates as they were, were clearly based around balancing for someone possibly quitting. I don't think BHVR intended it to be that way, but that's what happened. And all that, and Killers still cannot leave these aggressively unfun, sweaty rounds when they lose 4 gens in under 2 minutes because the Survivors have no choice but to play efficiently anymore to get the round over with, without getting a DC penalty.
Either Survivor side is too strong under these conditions and needs a nerf, a SERIOUS nerf to things like generator perks and certain items (which isn't ideal or fun for anyone), or Killers need SERIOUS buffs that address the real issues with each Killer and some basekit features to protect against losing multiple gens on the first down or being simply unable to catch these extra efficient Survivors who are just trying to play the game normally. That, or Going Next needs to be allowed without people being so heavily punished for simply not wanting to play sweaty rounds.
And even with all of that… it was still a good idea to add it. It needed to be added. It just badly, badly, BADLY needs some serious tweaking to feel more truly casual minded. Because right now, it doesn't.-2 -
Ah, I see now.
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Whilst I agree that community backlash has contributed towards changes. The trapping people in games has even put a stop to some aspects of that.
Every single player does not engage on the forum or any social media in regard to the game. Often BHVR release a killer in a very stupid state. There is backlash in the PTB and they ignore that and push it to live. That killer is miserable to face. They hold a 3 gen for a full hour, they are boring af to face so people stop playing against it. They give up on first hook, they disconnect. BHVR has to take notice of that because nobody wants to play against them. So they make changes to that killer.
What happens in future? Those survivors are now trapped in a game against a very unfun killer and if they die too soon, they are punished for it, if they disconnect, they are punished for it. BHVR look at the stats and say "wow everyone is doing a full game against this new killer even though some people on the forum have said they are unfun - oh well people are playing so we don't need to change anything" blissful ignorance
Killers always used to moan that they shouldn't have to run certain perks to deal with things like made for this(exhaustion stopped it from working, blood echo, mindbreaker etc inflict exhaustion) but now I have to run a perk or an offering every game in order to leave if the killer has a bad ping or just wants to play in the most miserable manner possible? Amazing how it is an acceptable solution for Survivors but killers don't appreciate being told what perks/offerings/addons they could use for any of their problems - because 4 gen slowdown/regression is all they want.
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LOL my god this really put it into perspective. Just picturing it gave me a headache from the hypothetical volume of the community response
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