http://dbd.game/killswitch
People just dc instead of self unhooking now
Comments
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As I am sure others have mentioned, DC is the best case scenario for the team as at least you get a bot that does gens and has wall hacks and cannot be mind gamed, so while not amazing they can still take up killers time.
However personally I have not really seen any noticeable increase in DC's, I just see people giving up but wasting everyone's time pretending they aren't trying to go next so the killer will hook them. Sure it keeps them in the match longer but if they aren't actually doing much to anything of use, is this really a win for anyone?
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The best case scenario is if no one ragequits. And if there are people that are 100% determined to frequently ragequit, the best case scenario is to give them a super high DC penalty.0 -
But as a survivor, my queues AREN'T longer. I get virtually instant matches, with a BP incentive, and the matches are higher quality because the quitters are gone.
Now, you're probably thinking that I shouldn't put my own enjoyment above the overall health of the game
…like a quitter does.
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I still bring luck offerings (just in case of emergency).
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Yea I mean, you're citing a very hyper specific scenario that wouldn't even gain a benefit from almost anything I suggested anyway, so it really doesn't matter. What matters are the Killers who are tunneling/camping/slugging from the jump in matches that deny Survs (often SoloQ) any sort of interaction, not hyper specific SWF moments that again could be counteracted in many many different ways lol
Also no. Very often Killers will just sit a few meters away priming up to down anyone that goes for the unhook. Survs get in view and try to bait them, it doesn't work or they take chase around the hook until the Survs get away and then they just go back to standing a few meters away. It is often complained about and it literally is what happens in most SoloQ matches. Look, I'm just explaining why Survs were exiting their matches and why they still do exit their matches and why they will keep exiting their matches. BHVR further punishing Survs and taking away player agency to force them to stay in matches, isn't treating the real issue here and it's made the game worse.
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Please note that while discussing this topic, we cannot encourage or share that we engage in negative gameplay behaviors such as DCing.
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If the killer is sitting at a hook and not chasing, thats obviously not the same thing as chasing near a hook. Please stop lumping them together. Im not talking about a killer being by the hook not in a chase... im talking about the killer actively chasing ppl who have full control of where they can run to.
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Bots do need to be worked on, and it's very much a work in progress. However, each patch seems to adjust the bots a bit more, so it's good BHVR are putting work into it. Just wish the progress was able to be faster, although I appreciate it's more complex than perhaps we give it.
Ideally, it would be nice to have the bots use more common sense and work in a more altruistic way. Especially when there is just myself and a bot left, I would appreciate the bot going for the save instead of dawdling because they are at the edge of the killer radius.
In the long-term, I'd love for bots to reflect the character they are. For example, if they're Meg then they are more prone to get into chases and juking, with maybe the Prestige level dictating the skill level.
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This 100% we just made a major step to making the game more healthy
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Problem with asymmetrical games is no matter that change the dev makes, someone will always be annoyed because of the rolls. Let me tell you something interesting, DBD is on the Top 15 current players on steam charts. Which means regardless of what anyone says, the devs are doing enough to keep the game alive. Most asymmetric games die, so there already 1 step ahead.
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The bots suck but ultimately it's not my problem if people choose to DC. There's a penalty, and only they know whether or not their reason for DCing was worth copping said penalty. It doesn't get much more thought from me beyond that.
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Listen, people who ragequit are gonna just ragequit, you cannot stop that. You CAN punish them for it. And you should. Ragequits ruin games.
When people disconnect because the Killer player decided to be Plague today, that ruins the round for the other four.
When the Killer disconnects because the MMR did a screwy-wewwy and gives them a team too strong for the player and they get frustrated, that ruins the game for the other four.
When a Survivor decides they don't like that they were downed too quickly so they DC, that ruins the game for the other four.
When a Ghostface successfully uses their power and the Survivor that got Marked doesn't like that "because Ghostface is broken/glitchy" (he is neither), that ruins the round for the other four.
When either side gets mad their build isn't working - the Lithe failed to save them, their hexes got cleansed too soon, etc. - and they ragequit over it, that round gets ruined for the other four.
Ragequitting. Ruins. Games. There needs to be a penalty for it. I have said it before and will say it until I'm blue in the face - my game is less ruined as Survivor by Killers who hard tunnel and humptech than by Survivors who throw a fit and ragequit over the most minor things even when we could have won. THAT is what ruins my Survivor games the most.
I'm happy it's been addressed, and I want to see it become more severe, even.
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You only get one free DC a day don'tcha? That's fine so anyone who's ragequitting multiple games are just eating penalties and not being in games, that's fine in my book. I don't see actual ragequitting all that much these days anyway, more like people going afk but that can be fixed by completely ignoring them. Eventually once they realize you're not going to hook them they'll re-engage with the game again.
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But that isn't reality, they do want out of matches and if you make DC penalties higher they will just be even more determined to not DC and instead waste everyone's time by constructively throwing the match without overtly doing so.
Not advocating it but the fact is everyone would actually be better off with a bot over a person who is throwing the match.
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Dc'ing against the trickster on BADHAM is crazy!.
i hooked dweet then when i downed Kate she DC'd!
i let mr Nicolas Cage escape because of the DC, and he was nice, he gave me his medkit as a gift.
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Everyone would be better off if the Go Next mechanic would properly detect anyone that ragequits, and gives them a DC penalty.
If someone is throwing the match, they are clearly breaking game rules, and should be punished with a DC penalty. The solution should be "the Go Next system needs to do better".
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Ppl dc because they are bringing bp offerings. Let the event end and you Will start seeing luck offerings
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Well all I can say is good luck with that one, I would think the reason people are going next is more important but hey… let's just continue down this path and hope it works out better than hit has so far.
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What are you even talking about lol This is literally what most Killers do, they stand around the hook area and take chase around it to ward off Survs and then continue standing around the hook; the anti camp meter is a complete joke and needs a rehaul, especially now that hook attempts have been removed aside from perk or one offering. BHVR did announce they were going to be looking at anti-camping, so I would bet that reworking the anti-camp meter would be the easiest thing for them to do.
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People are breaking game rules for unacceptable reasons. They deserve to be punished.
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Is it against the rules? Right now, there's no DC penalty in the game actually lol
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Everyone would be better off if the Go Next mechanic would properly detect anyone that ragequits, and gives them a DC penalty.In a perfect world, sure. But actually trying to implement a system like that is almost impossible. Make it to loose and you'll get false positives (see AFK crows), make it too stringent and it will be easily avoidable and just cause unnecessary worry in the community. Designing a system to detect intent is probably impossible.
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Exactly. The important thing is that these players who simply DC out of frustration get a penalty and I think it's better to play with bots than without. I've also noticed that healed bots behave differently to injured bots. You'd have to take a closer look at that.
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Properly punishing people that break game rules, should be an extremely high priority, and should be handled similarly to punishing hackers.
In both scenarios, there is no perfect solution. But the correct plan of action, is to keep trying, and keep improving on the detection algorithms.
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I hate to break it to you but despite the voting system, you don't get big karma points for weak owns.
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You mentioned filling the bar even when in chase. Thats completely different than a killer just standing near a hook. If a killer does what YOU said and doesnt actually chase ppl, the chase mechanic will turn off after afew seconds. Theres no reason for the bar to fill while a killer is actively engaged in a chase, just because the survivor being chased doesnt want to leave the hook area.
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I don't know what the ideal solution to that would be since it's a battle of attrition. Ideally the survivor on the hook would be favored above all else.
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What do you mean?
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It's about who goes down/who gives up first. The Killer could just as easily leave chase as Survivor could unhook/leave hook. The one that's at the biggest disadvantage is the player on hook who has zero autonomy over the situation (unless they have a self-unhook perk). There's no ideal solution that will equally benefit all 4 Survivors or Killer, but it shouldn't feel like someone is catching strays.
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It shouldn't turn into an advantage to lead a killer to the hook. The idea that a killer should give up on a survivor who runs to the hook is dumb. Thats obviously not the same thing as camping. Roco was suggesting to increase the range of the camping area, make the bar fill faster AND fill against killers who are in chases. It shouldn't be a strategy to loop the killer around the hook for 10-15 seconds so your teammates can unhook themselves.
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This also 100% we can't force a player to stay but we sure can punish them for ragequitting
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Filling the bar even when there is a "chase" around the hooked Surv, like right around it because the killer is camping. The bar absolutely should fill even when there is a "chase" directly next to the hook, I stated replies ago why it should be in the game, but you chose to ignore that and type literal nonsense as if you were having a convo with yourself lol
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If the killer is chasing someone, they aren't camping. I fully agree the bar should fill if a killer is there OUTSIDE a chase, but the killer has every right to be there while chasing a survivor.
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The problem with this is if it worked this way, people could lead Killers to hook in chase to trigger a false flag and get their friend off the hook for free. That's not camping. Chasing someone else around the hook is not camping that hook no matter how hard people want it to be, if the Killer is doing ANYTHING ELSE BESIDES HOVERING AROUND THE HOOK AND GUARDING IT, it by definition isn't camping the hook.
Kicking gens nearby, breaking pallets, in chase with someone else, contesting an unhook they noticed, patrolling an area they have under control because of bad Survivor play or just good spawn luck, reloading their power, using their power around a hook, etc. is not camping the hooked Survivor.
Camping hooks is only, and only ever has been, the act of hovering around a hooked Survivor for the sole purpose of preventing anyone from getting the unhook, or to make unhooking as hard as possible for Survivors. It can be, and is, and should be, punished by just doing gens until the Killer gets bored and leaves, and now by anti facecamp (which let's say it for the people in the back, is anti FACECAMP not anticamp and thus it working only when the Killer is FACECAMPING is the mechanic working correctly).
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If people are leaving the match prematurely, I prefer the scenario where:
- They're at least replaced by a bot
- They're being punished for it
And the old, tired line of "fIx tHe GAmE and peOple won'T gO Next" is a total cop out. The game will never be perfect or balanced, and letting people decide for themselves when something is "unacceptable" will mean some people will always find a reason to quit. There will always be reasons for those looking for them.
My stance is and will remain this: if a person finds that the game's flaws make it miserable enough for them them that they don't want to play, that's totally valid. But the solution is to not play. Screwing over everyone else so they can make that choice on a match to match basis is not acceptable, and should be punished.
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Which is a nice argument on why the area should be bigger, not an argument that the bar should fill while a killer is in chase. We REALLY dont want a strategy to be made around purposefully bringing the killer to hooks so the person in chase can also act as the "unhooker".
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Im kinda surprised it hasn't been mentioned yet, but imo a huge oversight was to include slugged survivors as a reason to not fill the bar. Other stuff I'd be hesitant on changing, but currently if a survivor is downed near the hook, they have to start crawling away for their teammate to get AFC progress.
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the go next bans were a good thing and should be brought back if people are just dcing games
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Im also guessing one reason they dont want to make the areatoo big is because the game doesnt differentiate different floors.
If I hook you HERE on temple for example
The game thinks im facecamping if I stand here
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16m is already pretty big and BHVR has said the intent was to combat facecamping which is where the killer is standing right next to the hook.
The area doesn't need to be bigger. Survivors just need to stop expecting the game to hand them free unhooks.
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Speaking of DCs, my most recent killer game had two:
The Adam with less than 10k points was running around trying to get a flashlight save… and not doing anything else. I guess he didn't really want to play, and once he realized I had Lightborn he was out.
The other Adam I have no idea why he disconnected. He unhooked someone close to my location, and since he was the unhooker I went after him, as I don't like tunneling. I hit him, he collides with a wall during the speed boost, I down him and he immediately leaves. He made a small mistake, but it happens. No need to DC.
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Thusly_Boned! Long time no see friend, your username always makes me smile. :)
I agree with you here, if the game is frustrating you that badly, you should just not play for a while. It's not okay to ruin the game for four people because YOU are not having fun. It's like taking your ball and going home because you lost the soccer match.I get it. This game can be frustrating. We have all gotten frustrated enough to ragequit, I won't say I never have over absolutely dumb things like having just had it with the Sabo SWFs bringing my Pig to Eyrie tonight or the Killer deciding that it's Laurie Tunnelling Season again. I've done it, you've probably done it, it happens - the occasional DC is completely normal and understandable, everyone crashes out sometimes. But you don't get to repeatedly do that just because the game becomes mildly inconvenient, and if it's happening a lot it's time to turn the game off for a bit. At the very least a timeout is needed, it has to be punished.
I'm gonna be candid here with everyone and reveal a secret that I'm certain is gonna get people mad at me or at least get me downvoted to Hades: this whole time, I was secretly one of these people who was tempted to DC or self-suicide on hook A LOT especially when I was getting really, really rough games. I'm notorious in my gaming group for having a perfectionist streak that comes out as having a short fuse, and In my weak moments, I admittedly have DCed many times a session before. It's a serious flaw I'm learning to work through over time, and I am sorry if my doing this has ever ruined anyone's games here. I know it isn't acceptable behavior and I am ashamed of my weakness in this regard. It's something I'm currently working on fixing in myself actually.But I've also always been an advocate for stricter punishments for this because I know me doing this isn't fair, and admittedly is immature and SHOULD be punished. I deserve to be punished for ruining games if I do this. I'm sure it's similar for others who do it too, because I really should, and do, know better.
I know for a fact that for me, the knowledge I cannot self-end on hook anymore means I simply don't even try to do it because it's out of my control, while having longer DC penalties if I DO crash out means I have time to sit, breathe, and calm down instead of hitting Ready and getting progressively angrier. It's personally helped me have a much healthier relationship with the game and read when maybe it's time for me to get off the game for the day. If that's what it takes to improve match quality so be it, but I can say it's helped me a lot. I hope maybe, it's helping others too.
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The SM DCs continue, lol
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Hahahahahaha.
Well, my friend, to be fair I don't think the killer was the reason this time.
The only survivor who got claw trapped was Jill, and she didn't DC.
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I vote @GeneralV sets up community SM matches.
I havent seen one in ages honestly.-2 -
<3
Surprisingly, my friend, I did play against her a couple times during the event. But yes, most of the time I'm the Skull Merchant in the trial.
If you see me as SM in the Fog, do say hello!
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Truefax, how many zipcodes away is it acceptable for the Killer to be before it's no longer camping? About 16 meters. THAT'S the zipcode, So Sayeth BHVR. We have a fair area the Killer can't sit in, we don't need to make it larger. Some Killers even have anti-range camp features, like Dredge and Artist. Just give Killers like Springtrap and Huntress those if you must instead of widening the range of the AFC, because, as demonstrated by @LordGlint , the game doesn't realize that different floors the Killer can't possibly guard (that aren't the Basement) cannot be a hook camp because the Killer can't get down there fast enough.
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The game has extremely strange behavior for hooked and slugged Survivors for sure. Going on a bit of a tangent, but I have no idea why Stake Out doesn't charge in those states but you can still get hit with Starstruck.
The free argument makes no sense so I'm going to gloss over that. What I don't understand is why the bait and switch from "camping" to "face camping" happened. They removed healthy hook grabs right before that, which had a far greater impact than AFC. I'm not exactly mad about it because it does offer some autonomy to the hooked Survivor, but it's so easily negated that it's not even worth mentioning in most cases.
In my opinion, DBD is just not the sort of game where harsh penalties work. There's this clash where BHVR has a history of making strange or unhealthy changes to the game and having an arrogant attitude about (which they are far less abrasive these days, I do admit) and the community takes things way too seriously. So you get things like giving up being a natural outcome to a game held together by shoestring and gum, the community treating that as a cardinal sin and getting extremely angry about it, and then BHVR slapping a fix together that actually starts banning everybody to the point where it has to be undone. And now the community is waxing nostalgic over how it was a good idea because evil deserves to be punished.
I really don't understand it.
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Ironically, go nexting was probably effective only because the stats couldn't differentiate legitimate kills from self-kills. DCs might be discarded entirely from KR balance as far as we know.
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I mean, is anyone surprised? BP don't mean anything and it's not like the disconnect penalty is that bad - of course the people who constantly "Go next" were going to just leave the match without the ability to kill themselves on hook. All removing the ability to unhook yourself did was remove the possibility for hero plays from Survivors who got lucky or letting another Survivor attempt for hatch - it was never to going to cut down on toxicity.
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