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Being penalized for getting tunneled

As title states. Why am I being penalized for suspicious activity when I am being tunnelled out? I get unhooked and the killer waits out BT resulting in me being hooked again. Repeat cycle and I get punished 😡 😭

Can we please fix this!?.

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Comments

  • adam1233467
    adam1233467 Member Posts: 1,396

    Use ds

  • BlackRabies
    BlackRabies Member Posts: 1,321

    Sometimes it's the other survivors fault letting it happen such as unhooking while the killer is very close by and then hiding like a rat not taking aggro from the killer resulting in a tunnel.

  • adam1233467
    adam1233467 Member Posts: 1,396

    Just like killers have to use slowdown perks to no get gen rushed, unfortunately thats how dbd works my friend.

  • Zeidoktor
    Zeidoktor Member Posts: 2,091

    Asking the obvious question for the sake of clarity: Did you get tunneled out and killed, or did you DC upon being tunneled?

    The former would most likely be the "false positive" issue the Go Next had previously, the latter would be exactly what DC penalties are there for.

    I wondered if you brought something to Go Next in hook, but if you're being tunneled that likely wouldn't be at play since that only benefits your first hook and, in they scenario, you're not being tunneled.

  • ThatRyanB
    ThatRyanB Member, Administrator, Community Manager Posts: 619

    I can make make sure that this is passed along to the team. Would it be possible to get a little more information about the matches in which you received "go next" warnings so we can better look into this?

    Specifically, could you describe how the match went, approximately how long into the match were you tunneled, and whether any hook states were spread to other players during the period you were tunneled? Were you hooked first and then tunneled out before anyone else received hook states? With information like this, we can better understand what might be happening here.

  • UnicornMedal
    UnicornMedal Member Posts: 1,530

    For what it's worth, I played 20 trials today and most were the worst case scenario and I didn't get any warning. Not saying it's impossible, but I'm not sure it's anything like it was. Still, if the system is active… 😬

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,671

    Hopefully, the Go Next system keeps an audit of every time the AI felt a survivor was trying to ragequit.

    Because there is a huge difference between the AI thinking a survivor tried to ragequit 20 times, and is punishing what it think is the 21st ragequit… and the AI punishing a survivor even though it literally never thought any of their previous games involved ragequitting.

  • ThatRyanB
    ThatRyanB Member, Administrator, Community Manager Posts: 619

    I really appreciate you taking the time to describe how the match played out! This is the kind of important intel I can bring back to the team to help illustrate what may be occurring for some players, so thank you!

    It's entirely alright if you don't have it, but if you happen to have your Player Log from that game (the one where you were tunneled out without anyone else being hooked), I'd be more than happy to pass it along to the team as support evidence.

  • ThatRyanB
    ThatRyanB Member, Administrator, Community Manager Posts: 619

    Speaking more broadly to the "just remove the system" comments, I can understand where feelings like this come from. It doesn't feel great to be in a situation where you receive a warning, especially if you haven't done anything to warrant this.

    For that reason, if this is happening for some players, I want to help get to the bottom of it so we can understand a) what's happening and b) why it's happening. That way, the team can make informed decisions on how to how to handle this. But in order to do that, we need evidence.

    My job here is to advocate for the wants and needs of the community, so if I'm asking questions about what you encountered, it's often because I want to share those experiences with the team to back up the things you're passionate about. It's rarely as simple as saying "players don't like this", but with detailed feedback, positive changes can often be explored.

  • Brokenbones
    Brokenbones Member Posts: 5,629

    It's just not enough to remove the means by which people were 'going next', they want to punish people for joining a match and then not playing the game by giving up for whatever reason that might be. You get punished for AFKing, you get punished for DCing so it stands to reason.

    If I were to play Devil's advocate (Which given the current state of the game, I'm really really inclined not to), they want to completely deincentivise it for the sake of the other 4 players in a match or make it more likely those players will just DC instead, leaving a bot in their place.

    Speaking personally, people giving up genuinely does make me not want to play the game. I feel like those matches aren't worth my time and I'd rather DC/give up myself for a chance at having a proper match but this system will likely punish me for that too so idk you can't win really.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,671

    Because people on these forums kept telling us that if BHVR removed self-unhooks, that survivors would find other ways to bypass the DC penalties.

  • HuskyDogLover
    HuskyDogLover Member Posts: 86

    It can work, but it needs to be cleverly sophisticated. Instead of checking against match length, it needs to check against multiple different points of data.
    - Did the survivor stand still after chase started?
    - Did the survivor throw pallets while not near or in chase with the killer?
    - Did the survivor run directly at the killer on purpose for X seconds and then take an injury?
    - Did the survivor attempt to run away after being injured?
    - Did the survivor run directly to a hook during chase and then stop moving?
    - Did the survivor fail multiple skill checks while on hook while there was more than one other survivor alive?
    - Did the survivor contribute nothing for an extended period of time?
    - Did the survivor spam certain actions, like jumping over a window or pallet for an extended period of time?
    - Did the survivor run to and jump inside of a locker during chase and there was no reason to do so? Examples of reason to do so:

    • Tombstone Myers
    • Has decisive strike
    • Has head on
    • Killer was within 5 meters (trying to bait/avoid a swing)
    • Killer was Bubba swinging chainsaw
    • Killer was Billy in chainsaw sprint.
    • Killer was Nurse and blinking.
    • Killer was Blight during sprint.

    Finally, every action that the system deems as being a "throwing the game" action, it gives them throw points. If you get too many throw points, then you get flagged for suspicions behavior and you would see the warning. If it keeps happening, then they get a DC penalty. Throw Points could also be reduced by, getting chased and doing gens (by playing the game normally).

    Using a system like this would ensure that survivors who are quickly tunneled out by the killer would more than likely not get flagged for suspicious behavior as they wouldn't have done enough actions to trigger getting flagged. You'd have to carefully balance the throw points to make this work though.

    I'm not sure how it currently works, but if it's only checking how long the survivor stayed alive… that's not going to work.

  • UnicornMedal
    UnicornMedal Member Posts: 1,530

    He can't answer that. My guess is that it was affecting kill rates and/or was seen as enough of a threat to matchmaking that BHVR went scorched earth as they often do. It's clear to all of us that it's overdone, but which ever entity greenlights the changes that go live very seldom comprehends the game the same way we do.

  • SharonPancakes
    SharonPancakes Member Posts: 105

    Yeah use DS, borrowed time, and just laugh on how horrible this game is balanced. They try to punish quitters and they don't know how, so they implement a system that punishes you for being tunneled out. This game is beyond broken.

  • UnicornMedal
    UnicornMedal Member Posts: 1,530

    Actually not a bad theory. TERRIBLE idea, naturally. But I could see the logic and how they'd come to that conclusion.

    Theoretically that could work. Even my idea of what would massively improve the game, a scaling difficulty system, would require that level of detail to be successful. But I also think BHVR is biting off way more than they can chew here. They don't allocate enough resources to ensuring a system like this would be able to succeed and honestly is so much wasted time and effort devoted to a system that prevents giving up while the massive imbalance to the game that causes steamrolls to be so common goes nearly unaddressed.