http://dbd.game/killswitch
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!?.
Comments
-
Use ds
-70 -
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.
-21 -
A perk shouldn’t be required to avoid an unfair DC penalty. If what OP says is true and it happened like that, then that’s a system issue.
50 -
Just like killers have to use slowdown perks to no get gen rushed, unfortunately thats how dbd works my friend.
-59 -
Did they re-enable the system?
11 -
Uh?
That's not the same. Slowdown perks are about game balance and just part of the game — getting penalized for "suspicious activity" just because you're being tunneled isn't balance, it's a system flaw. especially if it happens exactly how OP described.
42 -
Wait, did they reactivated that horrible system back with this update?
17 -
Ye, if what OP says is true its back and seems like there’s still no improvement to that system… :/ big ouuf. Just like the size of this update — (still loading)
12 -
If that's the case, here is my message to BHVR.
GET THIS THING AWAY FOREVER.
31 -
Yeah, if they haven't fixed the issue with being penalized for being tunneled than this has to be removed again.
12 -
"you can lose really quickly if you don't use any one of a huge mix of perks, many of which are available for free" is bad, but it's nowhere near as bad as "you get told you're so bad that you might get banned for trolling, for the game for not using a perk locked behind a character you need to pay real money for." comparing the two just feels massively out of touch
19 -
Thank you to everyone who has replied. Yes, this did happen to me right after the update. I have never had it happen before. Hopefully it gets fixed soon.
11 -
This makes me a little dubious on even bothering to queue up as survivor if that's true. As a solo queue player I've seen my share of steam rolls and if I'm going to get some warning just because I've had a bad match then I just won't bother queuing unless I can get in as killer.
21 -
Did they actually turn back on the go next prevention system? I was expecting a few more months of work on it.
9 -
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.
-17 -
I got tunneled out and killed. Basically my teammate sandbagged me twice. Both times the killer waited out the BT. Then i got my third hook. I played an offering for the hatch to spawn at the shack not a luck offering.
16 -
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.-8 -
Please stop trying to make this system work it NEVER WILL.
29 -
DELETE THIS SYSTEM. NOBODY ASKED FOR IT AND NOBODY WANTS IT.
37 -
I think dev want people not to play they game.
21 -
Ok so now we know it's on again.
To answer your question these trigger the System:
Hard tunneling at the start of the match triggers the system
Tunneling a recently unhooked survivor on deathhook triggers the system
18 -
An automated system is never going to be able to accurately determine whether a player's intention was to "go next" or whether it was a genuine mistake or something out of their control (e.g. tunnelling). This system needs to be scrapped entirely. It's punishing way too many innocent players.
22 -
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… 😬
-9 -
I know the devs are trying their best, but this system will not work. Not now, not ever.
Best idea is to put it on a shelf in the back room next to the OG Finisher mori and never look back.
21 -
Preventing self unhooks did more than enough to prevent go nexting.
The automated system is a terrible idea, as even 1 erroneously flagged innocent player is 1 too many and as we've seen the system is not capable of differentiating between going next and legitimate gameplay.
Just retire it entirely. No one wants or needs an auto ban system.
22 -
well not playing till it off.
15 -
They're seriously still wasting time on this stupid system? Removing self unhooks was all that was needed. Please focus on detecting and banning cheaters. I could not give less of a ######### about banning people rage quitting if they are already forced to eat a DC penalty or throw themselves at the killer.
14 -
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.
-19 -
Wow, they actually brought back this horrible system? I've said multiple times there is no way for this system to work properly. If they absolutely must have it in place, they can at least wait for the anti-tunneling and anti-slugging measures to go live.
But seriously, there's no need for this system. Don't the devs have data showing how much less rage quitting there's been since the anti-self-unhook feature?
17 -
I will try to sum it up as best as I can.
The killer was the blight. I got hit then ran to shack and then downed when I vaulted shack window. I got my first hook. Teammate unhooks me , blight continues after me. I get downed and receive my second hook. Same teammate unhooks me again and blight continues after me again. Then I died and received the suspicious activity message.
There was no other survivors hooked at the start. I wasn't left on the ground just immediately picked up and hooked after I was downed.
I played around 17 matches yesterday and received that message once. I did get tunneled one other match but I didn't receive that message after that match. It seems as though you only get that message if you are hard tunneled out fast.
The second time I got tunneled I was left on the ground as if the killer was waiting out DS. ( Even though I don't use DS) I then received my third hook but didn't get the suspicious activity message.
IMO This system needs to be removed because it's broken. No one should be punished for being tunneled out quickly.
HTH 🙂 Best of luck to everyone in the fog.
As always GLNM 🙂🖤
14 -
you guys never should’ve re enabled the go next penalty in the first place, I don’t know who’s genius idea at BHVR it was for this to be implemented again. This game is a hot mess.
12 -
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.
2 -
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.
-4 -
But *why?* Why is this system necessary? The removal of self-unhook was effective in preventing the go-next, so there's no reason to add anything else.
18 -
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.
-7 -
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.
-9 -
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.-4 -
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.
2 -
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.
4 -
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.
2 -
Yes…and my belief is that these steamrolls (or even the potential for steamrolls) is the biggest factor in Survivors giving up in the first place. Even the ones who are downed and hooked within sixty seconds are aware that this could result in a steamroll, thus they give up.
10 -
Exactly. I said it in another thread, but the prevention hasn't affected the quality of my trials. We still wipe incredibly fast and we still win primarily against friendly Killers or baby Killers. All we do is lose in slow motion 60% of the time.
7 -
I believe I did see that comment. I haven't really noticed a difference either. I still get days where I die in every single match except the last one (which is typically a hatch escape). And when I finally escape a match against a Killer who just turns out to have a single Tier 1 perk, I actually feel bad.
8 -
Definitely. I played 20 trials yesterday and escaped 8 of them, which is about the 40% they're aiming for. But most of them were really terrible losses all in a row. Some of the wins were against Killers using one aggressive strat where matchmaking paired me with competent teammates while others were against Killers that either went easy on us or were still learning.
I don't love being the one that steamrolls when the Killer isn't being a jerk either, but at this point it feels nice just to power the gates and leave every now and then. Back when the game was a little more relaxed, I had no issue letting the Killer catch up or kill me at the end.
6 -
My job here is to advocate for the wants and needs of the communityI do appreciate that, but I'd like to point out, there's a random pole in loading screens and meanwhile BHVR is trying to code a system to detect player intent.
It really creates the impression that priorities are severely misaligned. With how many issues there have been with this patch it seems really strange that a generally hated idea was given a second go at the same time.
14 -
This….is just straight….no…..Killers don't have to counter DC penalties….What…..
8 -
There's a few problems with this
1: Lots of coding and checks. This eats up resources and creates the problem for things to go wrong.
2: Penalizing people for playing "bad". Example: the idea of running into the killer after an unhook. New players do this accidently because they haven't learned yet to keep track of the killer when they're out of sight (and with stealth killers it can happen to anyone), so you are risking penalizing people for just not being good at the game yet.
3: Many of these things have reasons that they are done under certain circumstances. Take the example of vaulting multiple times, this can be done on a loop when a killer is near, so now you need another check for the distance of the killer to the survivor. Or doing nothing for an extended period of time, hiding out Corrupt is a strategy people attempt, and in soloq I've been in games where we're all just running around trying to find each other to heal.
Or your example you listed about jumping in a locker. You try to list reasons a player might do this, but miss that jumping in a locker if you think the killer is going to slug is the right tactic because now they have to grab you and drop you, taking more time (even if they are more than 5 meters away, because what if you don't have another locker to loop to).
Or not running away after an injury. What if I'm intentionally trying to take chase, or at a strong loop, or body blocking for someone being tunneled?
Even if you manage to somehow solve all of that, you still have two more problems.
1: Easily avoidable. In trying to only catch people doing this for certain, you make it so that these things could be avoided. Take running to a hook, what if they run around the hook? You certainly just can't penalize people for being downed near a hook, they're all over the place, so what if the survivor just runs around the hook, or stops slightly outside where ever the detection zone is?
2: Needing to accumulate throw points before a penalty destroys the system. Other than bot accounts, which are mainly on killer auto-swinging, its unlikely players who throw do it every game. They throw if they don't like the killer, the map, a bad start, etc, but frequently they are playing the trial out. So throw points are going to accumulate very slowly.
Its not worth it to spend a ton of time on this system, that would create potential for new problems, to occasionally give a bad actor a slight DC penalty.
Basically - sophisticated systems sound better in theory then they work in practice. DbD is a complex game where which action is correct is incredibly situational, so trying to write code to evaluate that is nigh on impossible (and that's on top of new players who might just do many of these things by accident). Either you end up with a system that is too strict, in which case innocent parties are caught up in it, or its too lenient, in which case it has almost no point and took a lot of time.
11 -
When people said, and explained why, something was impossible, BHVR should not have taken that as a challenge (edit to add: without having figured out a way to fix those things people said would be the problems, because that's what has happened so far).
Post edited by crogers271 on8 -
As I've said on a different thread, I really hope they scrap this system. It has no redeeming qualities.
13 -
Oh, you know how it is.
'Survivors banned for being too UP, killers most affected.'
10
