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Why is Streetwise not killswitched?

MeduSnake
MeduSnake Member Posts: 15
edited August 5 in General Discussions

Why even implement a killswitch function into the game if you guys don't use it? I would understand it if it was a small bug that maybe happens once every 20 matches. But it literally makes items with unlimited charges and people abuse it almost every round.

Post edited by Mandy on
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Comments

  • Coordi
    Coordi Member, Administrator, Mod, Co-ordinator Posts: 2,173
    edited August 4

    Streetwise does not meet the criteria for a Kill Switch. It sucks to have to say that that plainlyt, as the last thing I want to do is minimize player concerns or frustrations. The team is aware, it's being monitored, but it is not breaking the game.

  • Coordi
    Coordi Member, Administrator, Mod, Co-ordinator Posts: 2,173

    Respectfully, considering how long it takes to even exploit the bug, it isn't affecting games enough to meet the criteria. I am not discounting the frustration or feedback about how it is being used. However, until it is gamebreaking, it will not receive a Kill Switch. It is a nuclear option.

  • Coordi
    Coordi Member, Administrator, Mod, Co-ordinator Posts: 2,173

    Please let's not put words into my mouth as neither "suck up" or "git gud" is fair to infer from what I said. This is leaving out a lot of nuance. Again, I am not here to tell people that it isn't annoying or frustrating, just that in this case there is no cause for a Kill Switch. Explaining that the feature will not be used in this case does not disable my ability in sharing feedback with the team. Sentiment, however, is not part of the Kill Switch criteria.

  • Coordi
    Coordi Member, Administrator, Mod, Co-ordinator Posts: 2,173

    Merciless Storm wasn't kill switched to my knowledge, as it wasn't game breaking. Nemesis abuse of PWYF was critical enough that the team moved forward with the kill switch. The criteria isn't my call or expertise; I'm communicating with what information I have rather than ignoring the thread altogether. I can and have takem the feedback to the team, however, that more player facing information on the Kill Switch and criteria is wanted.

  • tes
    tes Member Posts: 1,142
    edited August 4

    Sure, they had different opinion with the case of memesis and pwyf incident:D

    Even there, I assume, maybe it took too long because first reports was more about “sentiment”. Idk, I love how they explained why many thing aren’d eligible for kill switch because of sentiment. Genuinely have to start to use the same word, when someone would be discouraged by my actions in this game

  • Adriana_ghoul
    Adriana_ghoul Member Posts: 23

    Thank you. Apologies if my previous comment came off as directed at you instead of the team responsible for what gets killswitched.

  • Coordi
    Coordi Member, Administrator, Mod, Co-ordinator Posts: 2,173

    Sometimes the "you" is "the game" and not The Jocelyn. I get it. I also empathize with the frustration.

  • gerolau
    gerolau Member Posts: 136
    edited August 4

    Yes it was. Even still they're pointing out how these perks have slipped through the cracks in absurdly broken states from a gameplay perspective versing them and that nothing/next to nothing for too long was done. Comparing this to the prior killswitching of Nemesis (which according to you saying "Nemesis abuse of PWYF was critical enough that the team moved forward with the kill switch." really just looks like the killswitch gets used when the team gets enough reports, which in an asymmetrical game doesnt seem exactly fair) it seems like the logic to killswitching things is very little logic at all, which I find to be the most frustrating part about all of this. The others in this thread are right, if the killswitch is supposed to be a quick disabling feature to non functioning parts in the game so they can be worked on in the background while not ruining the player experience, why does it have to be literally "nuclear" for it to ever be used? We know its broken, we know its being fixed anyways, games shouldnt have to be derailed and played in a wildly different manner because the other side learned about an exploit on reddit and understands nothing will happen to them if they do it.

  • Coordi
    Coordi Member, Administrator, Mod, Co-ordinator Posts: 2,173
  • Ohyakno
    Ohyakno Member Posts: 1,499

    Your criteria is arbitrary. The Dev team has Killswitched stuff as equally impactful as streetwise before. Nemesis, namely. This reeks of survivor favoritism.

  • Lixadonna
    Lixadonna Member Posts: 691

    I don't know if people are trying to allude that only Killer things get killswitched when Flashlights were killswitched for clipping into Lockers. I don't think there is bias to killswitch.

  • 4thdslip
    4thdslip Member Posts: 338

    lol I forgot about that bug, here is the thread for that bug's context or for anyone who may have further logs

  • TripleStryke
    TripleStryke Member Posts: 239

    Are you aware how easy it is to use? Not going to say exactly how but you can easily do this in maybe 20-30 seconds and then permanently get 50-150% gen speed or more for the rest of the trial. This feels like a crazy statement to say and is very out of touch.

    Even if it resulted in only a small net increase, do you guys not understand why the blood generators went so much faster? The killer cannot defend the time spent on an area other than the gens, so even if they were taking a similar amount of time (which they aren't, they are still way faster especially if you bring certain perks to get an extra 30% on the toolbox or get an engineers), it would result in gens getting completed faster to the point it breaks the balance of the game. Not only is it saving time, it is saving time in a way that the killer cannot defend, and I think the kill switch SHOULD be used for something like this.

  • 4thdslip
    4thdslip Member Posts: 338

    This also doesn't mention that if a killer wants to record the glitch happening in pubs without survivors stopping, they have to bring either Human Greed or Hoarder, which each add 2 more chests, making it even easier to do.

  • TripleStryke
    TripleStryke Member Posts: 239

    This is in the same realm as the nemesis bug and should be killswitched. 15% haste (primarily) is relatively equivalent to the current streetwise toolbox bug, both still had a time investment to get, and both resulted in gamebreaking efficiency towards their objective afterwards. This feels like a disregard of the killer experience to be honest. I also think merciless storm should have been killswitched to be honest even if it wasn't as common.

  • Datisi
    Datisi Member Posts: 13

    could you please clarify whether or not using streetwise and consciously getting infinite charges on a toolbox or a medkit is a bannable offense? i'd like to know if an update to my survivor build is in order.

  • gerolau
    gerolau Member Posts: 136

    this also leads to concerning edge cases that can lead into hostage situations or just generally unbalanced and unfair gameplay

    survivors can bring in medkits and duty of care + lucky break + overcome to constantly take protection hits from one another, escape chase, and then reheal themselves. two coordinated survivor players could extend a game through this alone severely if they decided too.

    someone on the subreddit brought up the concern of using fixated and champion of light infinitely to prevent proccing chase/blind as often as physically possible.

    it just really does not feel like a bug worth defending in any sense

This discussion has been closed.