http://dbd.game/killswitch
I had a grade taken away from me..
So I just had a match that ended before it started. First person got hooked and had luck that failed to get them off, the second person disconnected, and the third was hidden in the basement. This was at 5 gens, btw. Solo queue, huh? Anyway...
I tried to 4% using the luck offering and unfortunately I failed. The killer clearly had enough of this shocking match and he'd also gone AFK at the point.
I left the match and was met with 'Your grade has been reduced to X because blah blah'. I mean, I'm not so fussed about losing a grade, but does Behaviour want me to actually finish out that match? 1 dead on hook, 1 DC, 1 in basement hiding and AFK killer.. Come on Devs. That sh*t is pathetic!
Comments
-
But you're ruining the game for the bot!
No, but seriously, you're not wrong.
16 -
Just had a match where my friend was hooked first and I was on the ground and a third survivor got hooked, and the final survivor was hiding in a locker. My friend used my Up the Ante to try to get off the hook, it didn't work, and even though they hit the skill checks in second state the final survivor stayed in the locker and never even attempted to make the save. My friend died and got the warning about "suspicious behavior."
This is ridiculous. By the time he died, three people were hooked and the final one hadn't left their locker. This system that punishes people for being tunneled or for having non-participating teammates needs to go.
13 -
To be completely fair though, both of these scenarios literally involved the person ragequitting.
As in, you can give feedback that the game should expand the Abandon function to these scenarios, but both of these people literally ragequit, and Go Next correctly identified that they ragequit.
-15 -
The killer went afk. Why not just go collect BP, gens, chest, bones, challenges could get done. Sounds like opportunity to me.
-10 -
Not the second example. They were literally attempting to get off the hook to salvage the game, since nobody was coming for them otherwise.
15 -
Well, if OP DC'd before the abandon prompt became available, the penalty was justified. In TragicSolitude's example, yeah, they shouldn't be punished because their teammates were being useless. (I mean the one hiding in the locker, BTW, not the friend who had to attempt self-unhook because they had no other choice.)
-7 -
I was on the hook.. 😐
9 -
My friend didn't quit. He held on through second state. The only not-on-a-hook survivor stayed in a locker. My friend died and when the end screen loaded it gave him the warning.
I don't know if the third survivor got a warning for dying on their first hook, as I have no way to talk to them. I didn't get a warning. At some point, the survivor in the locker disconnected (perhaps when the hatch was closed), and the bot opened the exit gate and escaped.
5 -
Nobody came to save you?
imagine getting downvoted for asking a question.Post edited by MechWarrior3 on-10 -
I don't understand why you purposely brought a perk that completely revolves around letting people self-unhook, unless you and your friend really like the option to self-unhook when the game isn't going well.
-8 -
My friend started off playing solo today. He'd get left to hit second state on his first hook. So I joined, and I brought Up the Ante just in case one of us died long before the other. We had each other's backs, but we also had a backup plan in case one of us was no longer around. Or, in this case, if the only remaining teammate spent the entire match living in a locker.
Edit: I guess I should mention, my friend's usual build is Empathy, Botany, Self Care, and Bardic Inspiration. My usual build is Bardic Inspiration, Plot Twist, Diversion, and Mirrored Illusion (or Plunderer's or even maybe Red Herring, but usually Mirrored Illusion). Up the Ante is not what either of us normally run.
6 -
This just goes to show how important the 4% mechanic was, even if it was abused.
9 -
"we also had a backup plan in case one of us was no longer around" sounds exactly like intending to use the perk to ragequit.
-14 -
If one person rage quit, it shouldn't ever penalize the entire team.
It's really frustrating to see the dichotomy with some systems. On one hand, a system that's abusable by your opponent and is overly punishing gets snuck into not just one but two different live patches with no adjustments, based on feedback or otherwise.
And on the other hand, they pulled the plug before the PTB had even run it's course for supposedly the exact same reasons.
Pretty good job so far.
10 -
??? This started with you saying my friend rage quit. I assumed it was a misunderstanding and so explained how that wasn't the case. Now it's become "well, your intention was to rage quit," which is a rather rude accusation but it also feels a bit frustrating since today was a series of bad matches and we held out and played through them despite how it seemed like our teammates were purposefully throwing. I thought I was clear about why I brought Up the Ante: so we were prepared in case teammates didn't attempt to rescue us. Which was why I started playing with him today to get the dailies done, because he'd been left on the hook. I'm sorry if you've had bad experiences with people running the perk, but that doesn't apply to everyone.
All the time, people say, "If you keep running into X problem, there are perks for that." If you keep getting slugged, bring Unbreakable. Today it was teammates who weren't playing like we're a team (being left on the hook to reach second state or even die; a camping killer with two survivors in the basement, one slugged and one hooked, my friend rescued the hooked one and she didn't move, just stood there and let the killer down her; a prestige 100 who, after my injured friend healed her, threw down a pallet and slow-vaulted it so the killer downed him; a high-prestige player who repeatedly ran to near-completed gens and immediately failed a Merciless Storm skill check; and one player who for some reason spammed the unhook action when I tried to unhook her so she couldn't be saved after I popped the last gen and opened the exit gate, and it was down to just the two of us at two gens left so her actions gave the killer a 4k… it was a bad day, so it's not cool to be told "your intention was to rage quit" when we played through all of our matches, including those). My friend runs Botany and Self Care because experience has taught us we can't count on teammates to heal us. Up the Ante is the same thing but for getting rescued on the hook.
Post edited by TragicSolitude on7 -
Simple, game is killer sided and only favors them, killer can easily punish survs like that and oh well cheaters can do it too with their insta teleports and hits
0 -
"we also had a backup plan in case one of us was no longer around" and "I brought Up the Ante just in case one of us died long before the other", both mean that one of you is dead before you starting using the perk. You specifically mentioned twice, that the perk is being used AFTER one of you is already dead.
So it was a completely valid assumption that you were referring to ragequitting. It' wasn't realistic for me to assume you meant " in case teammates didn't attempt to rescue us", because that doesn't require one of you to be dead long before the other.
-8 -
If Go Next purposely only punished 1 person per SWF, that means a 4-SWF would get 4 times as many ragequits before their penalties got really high. For example:
Game 1: SWF wants to ragequit. Player 1 ragequits and gets a penalty, Players 2, 3, 4 do not get any penalties.
Game 2: SWF wants to ragequit. Player 2 ragequits and gets a penalty, Players 1, 3, 4 do not get any penalties.
Game 3: SWF wants to ragequit. Player 3 ragequits and gets a penalty, Players 1, 2, 4 do not get any penalties.
Game 4: SWF wants to ragequit. Player 4 ragequits and gets a penalty, Players 1, 2, 3 do not get any penalties.
At this point, SWF ragequit 4 games, and each player only has 1 penalty. That is how SWFs would exploit Go Next, if only 1 person per SWF was allowed to get penalties.-8 -
"My friend started off playing solo today. He'd get left to hit second state on his first hook. So I joined,"
"We had each other's backs, we also had a backup plan in case one of us was no longer around."
We had a backup plan in case one of us was no longer around to have the other's back. So that he had an option if the survivors left him on the hook to reach second state (and possibly die). I'd already mentioned teammates leaving him on the hook. From my perspective, it was obvious that "backup plan" was referring back to him being left on the hook, since I stated that was the reason I joined (thus "He'd get left to hit second state on his first hook. So I joined").
Anyway, I guess it doesn't matter. We each read into it differently: you were already under the assumption my friend and I are rage quitters and were working from that, and I was working from the knowledge we aren't rage quitters so I read what I said differently from how you perceived it. Our perceptions are colored by our assumptions and experiences. It's cleared up. Sorry I ranted a bit. Like I said, today was a bad day in the game.
7 -
I actually don't get why luck offerings are still a thing if this can happen.
1 -
It's not reasonable at all given the post. It didn't mention anything beyond them attempting to self-unhook because they could see that no one was helping them and they had the perk to attempt a 4%. They even stuck around for the entire second stage when they didn't have to. You just assumed that the only reason someone would attempt to self-unhook is to go next, which is unfair.
6 -
The reasonable solution for the problem, is that luck perks and luck offerings offerings shouldn't unlock the ability to self-unhook.
-5 -
This is why the loss of a grade is the thing I hate most. There have been multiple reports of new players getting punished by this system because they were killed too fast by the killer.
6 -
yes they want you to finish the game
there really wasn't a point in playing or DCing so why not just get the free BP from an afk killer
but yeah to me it sounded like your team really just didnt care about the game
-3 -
That's not what I said was unreasonable. But sure, why not. It's just one more band-aid system now.
2
