http://dbd.game/killswitch
Suspicious Behavior Warning is Obnoxious
The suspicious behavior system is obnoxious. Just had a match where a huntress downed and hooked 2 survivors right after the match started, was chasing another and I went in to unhook someone because what the hell else am I supposed to do. The huntress instantly switches over to me, downs me at the hook in a trade, leaves me slugged and goes and downs the other 2 remaining survivors. Everyone gets hooked and I'm greeted with a big aggravating 'suspicious behavior' message at the end game screen.
Now this is a crap match - I'm already annoyed. The last thing I need is a message from BHVR popping up accusing me of throwing just because an opponent steamrolled us. I was just annoyed, not full on tilted until that stupid message came up. Maybe fix your crap so it doesn't false flag players and rub salt in their wounds? Just a suggestion.
Comments
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Big BHVR is always watching you champ be careful
12 -
I see a lot of tiktoks of people getting tunneled out so fast they get this warning.
Crazy how they wimp out of an anti-tunnel update but keep in a system that reduces a survivors grade for being tunneled and destroys the ONLY "free" anti-tunnel perk.
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They can't be watching that closely if they called what I did in that match 'suspicious'. I'm pretty sure I was the only one that caused a measurable event to happen other than being in chase - the unhooking. No shade to my teammates though, the huntress was literally on them before they could have done anything and was very liberal with the slugging.
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I'm kinda shocked I've never gotten one of these even after being the first to get hard tunneled.
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Had they rolled out the anti-slugging portion of the update then that would have fixed this too since she just left me on the ground while she slugged the other 2 for a 5 gen 4k. She really missed that killer queue I guess.
Honestly though - I unhooked someone immediately before getting downed. How freaking hard is it to make the system recognize hook trades aren't throwing. I couldn't even just let them sit there for a while because she was about the get the 3rd person down and then what the hell am I supposed to do? I needed to get at least one other person up and by the time I knew she was just going to break chase and go for me I was already committed.
I could have hid and played for hatch like a jerk but I doubt that's the behavior this system is meant to encourage and I don't actually want to play that way anyway.
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It was the first time I've ever seen it myself and my personal experience is it was annoying enough to make up for all the times I haven't. I am so disproportionately aggravated about this right now. lol.
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Yeah I totally dig it. It would piss me off too to have a killer playing nasty and me to get punished for it.
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I really think they should roll back the anti-go next detection system forever.
They proved twice by now that it does not work.
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Were you having impure thoughts while playing? WERE YOU?
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They already removed survivors being able to let go on hook, I don't know why this suspicious behaviour thing was even implemented. The anti-go next was all that was needed.
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No, it wasn't a Trickster match.
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This is the "anti go next" system at work though. The DC penalty rework was also part of this.
They did remove the 4%, but that was a tiny part of it. The real "go next" system is a convoluted behind the scenes system that does exactly what op describes: it attempts to evaluate if a survivor is "trying" and if they aren't "trying hard enough" they get a warning, then increasing dc penalties for what the system sees as "giving up".
And if a survivor gets hard tunneled out of the game fast enough (by the killers discretion), they will get this warning, even if they are trying to play.
The system is awful, and overly punishing people who did nothing wrong, yet they pushed it out initially in 9.0 with no testing, pulled it, and snuck it back in with no warning later.
And it also hasn't solved the issue of people giving up either.
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Who would have thought punishing players instead of addressing the issues surrounding the problem wouldn't solve the issue. Oh yeah, only anyone who saw it plain as day on the forums, many of us in this thread even, and other sites who were collectively screaming it to the high heavens at them. The part about silently re-enabling the system without any mention of fixes is really what puts salt in the wound though.
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While I have yet to get this warning it still think they need to kill it off ASAP. It's just ridiculous.
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Honestly, I don't think that detection system is necessary now. People are much less giving up now in matches ( Not counting DCs)
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Yep.
And apparently that's all we're getting for the foreseeable future. Since the anti tunnel and anti slug updates would've actually addressed some of the core problems causing this, but are on pause indefinitely.
For me, the real salt in the wound is that the "go next" system punishes players for how their opponent plays (abuse case). It's a punishment system by design. Yet the official reason they pulled anti tunnel is because the system was "too punishing and abusable". Like, FFS, be consistent.
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Same here - it’s never happened to me either
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Do you think we'd see the same result if they just removed the 4% and left it at that? I think the additional layer they added on was overkill myself.
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Honestly probably would've been roughly the same result as what we have now. Although I'll freely admit I never expected any of these changes to completely stop giving up.
I don't see any real added value to the harsher DC system, other than the people who desperately wanted to "punish them" being heard. It also clearly hasn't worked.
But the underlying issues still haven't been addressed, and that's the only thing that will have a significant impact long term.
Unless or until BHVR meaningfully addresses the fact that the core, meta gameplay is "you don't get to play", then I feel like it's incredibly irresponsible of them to push punishments onto the players for simply recognizing and acknowledging that the game is already decided in the first 2 or so minutes.
It's ultimately BHVR's responsibility to provide a fun and engaging gaming experience for all 5 players.
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Its so frustrating how BHVR kill switched this system, re-enabled it without notice and it's not even fixed.
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Agreed.
An automated system is never, I repeat, NEVER going to be able to accurately determine whether a player was intentionally throwing or just had a bad match (either due to tunneling or an accidental misplay). I understand the goal of the system, but its unworkable in a game like DbD that has so many variables.
Scrap it and go back to the drawing board.
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This is literally the same thing as when they announced an automated report system where reports would be sorted by volume of requests. It's a dumb idea.
You can't police intent, nor can you determine it accurately.
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That's what I would have done. You can't prevent people from giving up, but you can remove the mechanic that has no purpose except as a "Go Next Easy Button" at the very least.
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Not only does it feel incredibly oppressive, it's a totally one-sided system. It's all we're getting in 2025, the year of health.
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Imagine if they implemented this for killers. You didn't get any hooks? Therefore you must have been AFK. ######### you, and we're taking a grade away. Do it again, and we'll ban you.
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To be fair, at first it did. But not to the same extent and I think they scaled back on that.
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You had to be all in small are because this on huntess witout speed cheats is just very good play by her and your team failing at the start of the match.
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Blame the victim, not the system, of course.
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Only thing you can blame here is the fact he got ban or notification that his behavior is suspicious, if you want blame the huntress that she got 2 hooks on 5 gens and they are on 2 different survivors then you are wrong because getting this with huntress (b-tier killer) means she very good and precise with her hatchets and the fact she went towards safe and sluged him means she must have see some scratch marks leading towards the hook or him directly or the guy she chased whe he went for unhook must have been close to the hook because from what he wrote theres no proof she was proxy camping or hardcore tunneling from the start all I see is chaotic team coordination and killer that played well plus bhvr system feature that isnt workkng as intended.
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if you want blame the huntressWho is blaming the Huntress?
bhvr system feature that isnt workkng as intended.That's literally what everyone in the thread is discussing.
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Behavior has to get over their sunk cost fallacy with this system. I get that you guys spent development resources on it. You're just hurting the game by keeping it around. Just let it go and move on.
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I had one today actually my whole team insta dc at the start an i was the one who got a warning how weird.
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Playing survivor is supposed to be a punishment bro, this change reflects that
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So basically just the standard BHVR overkill lol
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honestly have no idea how people are getting this. i have never had that once. never even had a penalty for DC. what are you people doing in your matches lol
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The exact chain of events in that match per my perspective. The map was Rancid Abattoir and the killer was Huntress.
- We all load in in one corner of the map.
- 2 teammates head to the closest generator, 1 heads off somewhere else, and I run to a corner across the back of the main building.
- I know killers know where survivors spawn in whether they have lethal pursuer or not so I'm not hopping on the closest gen. Thank you small maps and predictable spawn logic.
- By the time I get to a gen to start, the huntress has 1 of the 2 who started that first, closest gen down and is in case with the other one. She downs the other one and then starts hooking them.
- I forget that they didn't roll out basekit BBQ so I hop in a locker that was thankfully close to the gen I was on while the hooking takes place.
- I see she gets in chase with the only other person up and wounds them.
- I figure I need to get someone off the hook now before it's just down to me so I run over.
- The chase the Huntress and other survivor is in spills out of the main building and puts me in eyeshot of the killer as I'm approaching the closest hooked survivor. She breaks that chase and comes over to me.
- By now I'm positioned to where I can just accept that it's going to be a hook trade or try to loop her in the immediate area of the hooked people which would prevent anyone from getting unhooked anyway. I chose the trade.
- Standard hook trade plays out. I start unhooking, huntress hits me, I restart unhooking while she wipes her axe and finish just in time for her to down me.
- She leaves me on the ground, goes and downs the person I just unhooked as well as the person she was originally chasing.
- She goes around hooking everyone she's slugged, starting with me. Once everyone's on hook and sacrificed, I get that lovely little nastygram from BHVR.
Now I think I made reasonable decisions and performed reasonable actions given the information I had available to me at the time. Even if that isn't the case, I obviously wasn't giving up, going next, or otherwise throwing. If I made a bad call, it was just a bad call - not go nexting.
The system must just look at how fast you die and not care about anything else, and that's complete frustrating BS. It makes me paranoid in subsequent matches. I'm not playing to further the match, I'm playing to avoid that stupid message. Risky save early on - nope! I guess I'm supposed to screw over my teammates to try for hatch. It's like back when you'd get crows erroneously - the goal becomes 'avoid crows' not 'play the match dynamically as things happen'.
Sometimes the stars align to give you the perfect, terrible solo queue match. The last thing you need is salt rubbed in an already frustrating experience.
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I really think they need to start encouraging more positive interactions rather than creating terrible systems to punish people who aren't intentionally doing anything wrong.
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