http://dbd.game/killswitch
Lost grades 3x today...
TLDR: I lost grades 3x in my current play session, for reasons completely out of my control. I'm a 8k hour player, know this game inside out, but I do play exclusively solo. So why is this happening to me?
No, not because I suck… because ppl were AFK, Cheating, or just complete tryhard nurse/blight/ghoul/krasue… wth BHVR?
I play exlusively solo, so I have no control over ppl being afk or whatever else.
When I talk about cheating I rly do talk about blatant flying and teleporting type of cheaters…
And when I talk about tryhards, I do mean Im in solo Q and the killer is S-tier top tier killer with a full meta build as if they are playing in a comp session.
So every single option I compeletly died "too fast according to BHVR" out of my control. Why do I need to be penalized??
PS: It happened a 4th time, but this shouldn't be counted cause BHVR should not be catering to hanicapped ppl. But… Since I am deaf and died to a spirit too fast, I yet against lost a grade.
Obviously the system isn't working properly, maybe a revision is in order?
Comments
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I got hard tunneled out of multiple matches yesterday and nothing happened. How fast do you need to die for this to occur? Do you have any footage because I really want to know how this seems to happen to so many people yet I've never experienced it.
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Usually the only way to lose your grade is dc-7 -
OP said they "died too fast." So what is too fast? I certainly feel like I've died too fast before, but I must be lasting longer than I think.
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Amount of games were team mates are just hiding in a corner doing nothing an letting people die is infuriating
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I was hard tunneled by p100 Blight right now… so yeah, it was fast. Didn’t lose anything, and I didn’t find any info that you lose grades after dying in the game
However, I clearly remember period when I had terrible internet and sometimes was forced to dc/was kicked from the server. I immediately lost a whole grade after such dc.
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I've seen multiple people in the forum claim grade loss and "suspicious behavior" messages after quick deaths so I don't doubt it's happening, I just don't understand how it's triggered. Maybe it's a cumulative thing, like if you have a history of DCs and fast deaths? I'm half tempted to get a party together and try to get myself killed as fast as possible to see if I can trigger it. I want to see it for myself.
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I still can’t find any proofs that death itself contributing to it and not dc, but whatever
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I still haven't seen any recent or semi-recent video evidence of this happening
And people that complain about this, very often sound like the type of person that ragequits often. So it begs the question if these people ragequit so often that Go Next thinks that whenever they die fast it's another ragequit.
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I found this one, with a hacker killing everyone fast. The message at the end does say you can earn a Grade loss by intentionally dying--or more so, by the system thinking you did.
But it does also imply that the supposed behavior has to cumulative by saying REPEATED behavior MAY lead to Grade loss.
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The reddit post was done months ago, when people were actively complaining on suspicious activity bug. And it was turned off
If it was related exactly to this problem, the person could also get dc timer delay. But we all know that right now you don’t get it even after your first disconnect.
I just can say that from personal experience the only way to lose grade is disconnect purposefully/accidentally
P.S: Just as funny coincidence, it’s the third game rn when killer trying to hardtunnel me. I didn’t lose any grade and even climbed from gold 2 to gold 1-2 -
So I did find a Facebook post from 4 days ago where someone said this happened to them with a screenshot. I don't really have any reason to believe people would lie about this so I'm inclined to believe it.
Reading a bit more about it, it does seem to happen to people who have a history of DCing or going next. So I guess the question for OP is:
Do you have a history that could make this happen? Four times in a day seems quite drastic.
I think I've intentionally DCed once as killer, one internet-loss DC as survivor and some "dedicated server not responding" issues (which hopefully don't count) and that's it, so I basically have no history of DCing, which is probably why I've never seen this message. I'm guessing there's some hidden system of strikes against people who make a habit of DCing/going next. I would also guess that's why there's a lack of footage, because who wants to show that and get roasted for it?
I guess if someone wanted to test this, they coumd make a new account and DC and go-next a whole bunch and see what happens.
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Really? You don't think people would lie on the internet to get what they want?
You don't think it's really strange that we still can't get recent video evidence of this happening? After all the complaints we see about tunneling, and all the complaints we get about unfair S-tier killers stomping all over survivors, there still isn't anyone that can record video evidence of this happening?
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So y, I was implying on it - you can’t really lose grade without long history of purposefully going next and DCing. Without it, you just have unlucky lose streak (like I am rn lol)
They definitely made it less strict
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I was wondering when this post would summon you.
That one I posted from Reddit is only a month old. And no, I don't think people across the whole spectrum of social media are lying about this relativity minor thing that either exists or it doesn't. I think they may just not be telling the whole truth about why it's happening. That, or they dont realize their history of DCing is also causing the game to think they're going next when they aren't.
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It has happened to me. Usually getting tunneled won't trigger it, but against a tunneling killer like Krasue or Ghoul, and teammates that don't know when to unhook or not to unhook, it can happen.
Just imagine a high mobility killer with Lethal finding you first and downing you quick. Then the moment the killer leaves hook, a teammate goes and rescues you, and then the killer immediately uses that mobility to come back and tunnel. And then for some reason, then unhook again before the killer is committed in another chase, or the high mobility killer does quickly find another chase so they think it is safe to unhook and the killer comes straight back.
The system is flawed and honestly with the inability to self-unhook without luck, I feel like this system isn't even needed now.
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For the people that really want to be able to ragequit whenever they want without any penalties, Go Next can be a huge deal to them, because the previous system allowed them to very quickly and easily ragequit without penalties.
And when there are people that want to throw themselves at the killer to ragequit, they might "do whatever it takes" to try to get Go Next reverted.
People that often ragequit are already rule-breaking people, why is it so difficult to image them lying on top of their unsportsmanlike behavior?
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Because thinking every single person who's saying a thing has a shifty ulterior motive is paranoid. I also don't see what good it would do. If it's a hidden metric like MMR, only the devs know how it works, and they'll adjust it based on numbers more than a small outcry. Because this outcry is pretty small. People complain about tunneling a lot, but this occurrence is much less frequent. So we can assume the issue isn't huge and the occasiaonl complaint will do little.
That being said, if the system does catch innocent people, it needs revision. Your desired evidence won't tell you much though. What if I make a new account and DC a ton and then finally get a match where I get genuinely tunneled, post the footage, and say, "Look, I was tunneled and lost a Grade." The match footage won't give you the full picture.
People that often ragequit are already rule-breaking people
This is a massive assumption about people's characters based on very little.
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Ah, the joys of solo queue. Had someone unhook me yesterday right in the face of a killer who was clearly tunneling me. The random didn't seem malicious either, just stupid.
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Ragequitting is breaking the rules, so people that like to frequently ragequit are rule-breaking people. It's unsportsmanlike conduct, and it's not acceptable.
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You know people might ragequit, or DC when they are feeling targetted too. Like if you are having a bad day, and ending up getting tunneled non stop.
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This statement is extreme. "Jaywalking is illegal, so people that like to frequently jaywalk are criminals." Just a tad black and white.
Is all unsportsmanlike behavior unacceptable then? Definitions of sportmanship involve terms like fairness, generosity, and respect—all things rather lacking in many matches from both roles.
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Yeh I don't know why its happening. I have plenty sessions where I have no issues. Its just that today it happened multiple times in just 2 or 3 hours, which made me quit for the day and write this post up. I assume it keeps happening on repeat in a short time span because somehow the system flagged me and then keeps flagging me… I would love to find out the reason with the help of the community.
No, I don't have proof as I don't record all of my gameplay. I'm not a content creator ;) But since this is a widely discussed topic, it is obviously somehow an issue for some and not for others. I can't explain this phenomenon either.
It would be nice for @BHVR to actually state how the anti go next system is working behind the scenes, even if it enables a few ppl that will take advantage of said information, cause right now we are getting a lot of false positives which is equally bad, if not worse. People should not be punished somehow for playing the game normally. Every single false positive is one too many.
I guess it can't be time based, since some claim to get hard tunneled and not get penalties…
Ive heard some mention that it might be because you are not hitting the skillchecks on death hook… To that I say: There are just situations where the game is obviously over and won for the killer, so why would I stick around longer? I would completely understand if I died in the first 2mins of the match in this manner, but in my cases we are talking way past 5mins… I played the match to the best of my abilities, and those penalties should not force ppl to stick around longer for no reason.
I wonder if it has something to do with SWF trios mass reporting for whatever reasons. I did get some SWF bullies in recent memory, trios that just play to bully the random solo in their lobby. and thus I am thinking out loud whether the penalties could be connected to the report system… That could easily explain how some are getting penalties while others arent. But… that would be rly F'd up if that is true. Anyone else feel like this could have happened to them?
Would love to hear more options as to how you think the system might work, so we can see if they apply to our situations/matches.
Thanks <3
Post edited by Munky on7 -
The official rules say that ragequitting is against the rules, and therefore it is against the rules. Go Next exists because ragequitting is against the rules. It's also against the forum rules to encourage people to ragequit.
"Fairness" is not in the game rules. It is not the same thing.
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That is still an unacceptable reason to ragequit. If someone needs a break from the game, they should take a break from the game. But they shouldn't break game rules, and show a total lack of respect for the other people in the game, by ragequitting.
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only times it has happened to me was against hackers who instant downed the entire lobby hooking us all. Match couldn’t of been longer than 40 secs to 90 secs. Same dude has killed me like that 4 times and he streams it too. All 4 times i lost a grade.
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You brought up sportsmanship. So define it.
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Here's the official list from the official DBD game rules! It's the official list!!!!!!!
Disconnects refers to ragequitting. We also have Botting and Lag Switching. And there's your list, directly from the official game rules.
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Setting aside the ludicrous and paranoid belief that (despite the complaints being rather sparse compared to other common issues) most of the people complaining about being false-flagged are either lying or are serial-quitters, it's currently impossible to 100% determine an absolute trigger of the system due to BHVR refusing to talk about it. However, thanks to various reports (and even the couple clips out there) it is possible to see a pattern.
Many false-flagging reports were from people that went against cheaters who killed off the team in seconds. So we know that match time (or at least time between hook & death) is a major factor.
One of the most known cases of false-flagging (I do believe it's a big reason why the system was turned off before, only to be shadow-turned back on again later) was from a content creator who, during one of his first DBD games, got tunneled and died fast due to lack of experience despite the Killer not cheating and got the "suspicious behavior" warning at the end. This shows that even regular hard-tunnelling can trigger the system although the time needs to be very low.
Most reports mention missing skill checks on hook, which usually mean trying to die faster (although why even have those until there's two people left or everyone except one is hooked? Especially since it takes like 10 missed skillchecks to die slightly faster unless in a 2v1 since the update.) but sometimes is effectively either an honest miss (missing one happens to the best of us if distracted) or trying to die faster when in a 3v1 and two people are hooked with no hope of unhooking without at minimum trading (and then the unhooked getting downed soon after anyway) to give a chance at Hatch. But more than anything, missing skillchecks on hook outside of a doomed 2v1 is used to get out of a game against a cheater or a game when your teammates are obviously sandbagging/griefing/farming you and there's no point to even play. Again the system takes time into account without context. If it wasn't obvious, luck offerings & perks are excluded from this (and quite frankly, if failing to self-unhook through offerings or perk can actually trigger the system, then BHVR really needs to send it back to the oven.)
Where it gets interesting is that hard tunnelling is not that rare, everyone can agree that while it's not every games, it's not that rare for the first person hooked to be focused on instead of the unhooker, especially if a gen got done by the end of the first chase. However most people don't get flagged by the system when it happens occasionaly, which might mean that repeated instances play a factor even if there's no warnings before the "official" warning of "suspicious behavior" that we know. After all, DC penalties don't show up until the 2nd DC within 20 games which means it's not unprecedented for the game to record things without obvious signs or warnings.
I believe the system works on a variety of factors, trial time being the main one since cheaters who end matches in seconds tend to trigger it the most, but that it also uses missed skillchecks and frequency to determine when to warn, an obviously flawed system due to lack of context that no automated system can determine.
And before the inevitable "it punishes go next more than innocents so it's fine" crowd comes in; If you honestly think that punishing, even just warning, innocent players (sometimes beginners and often victims of cheaters) for something utterly out of their control is fine, then take a moment to put yourself in their shoes and think of how you'd react if it happens to you.
I'm not saying that I approve of going next, it was annoying and ruined matches and needed to be mitigated, but removing self-unhooks outside of perks & offerings already took care of the brunt of it, there was no need to double-down on it by adding such a flawed system.
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Yup same it's absolutely insane. I've had 3 krasues with chicken heads in a row and everyone immediately giving up then I GET PUNISHED FOR DYING ????? Do you expect me to carry on trying when two of my teammates go AFK Instantly and the other is on the ground. This game is testing my more and more with each update. 3k Hours never been this fed up with it.
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Okay, not a definition. This is in the section that lists what can get you banned. You sure do like extremes without nuance. Sportsmanship isn't usually a set of rules, it's an attitude. And one that is, again, lacking in this game.
So are the people chiming in with their experiences on this post lying?
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I’m using sportsmanship as the official definition in the game rules.
And if you don’t like that, then we can just speak about ragequitting being literally against the game rules, and how it’s literally so bad that people can get banned from the forums if they keep encouraging other people to ragequit.
And you should be able to realize the difference between stuff that can get you banned, and stuff that can’t get you banned. And killer behavior like randomly tunneling random people, isn’t bannable.
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What evidence do you have that these people are frequently ragequitting? None? Then why should anyone believe you?
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Who was even talking about encouraging ragequits? This is about penalties for dying too fast.
I have no problem recognizing the difference. There's just more to discussions and stutations then bannable and not bannable. But if all you care about is the black and white of law and order, then you should be outraged about people being penalized for things that aren't just nonbannable but completely out of their control, yet all you're doing is accusing them of lying.
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Before the AFK crows got nerfed, there was LOTS of video evidence of people feeling like the AFK crows were treating them unfairly.
Before the Go Next mechanic was nerfed, there was LOTS of video evidence of people feeling like Go Next was treating them unfairly.
So don't you think it's super suspicious that we just can't find any video evidence of the current Go Next treating people unfairly? What happened to all these people that were super happy to give us video evidence? Did they all jump on a giant spaceship and fly to the moon?
Because there's got to be something suspicious going on, because if Go Next was literally "get punished the first time a killer tunnels you out of the game quickly", then there would be A LOT of people getting punished.
With the screenshots we have actually been shown, it looks like Go Next needs to flag someone multiple times before they actually get a penalty. And the most likely scenario for that, is someone that ragequits often enough to get flagged by Go Next as a frequent ragequitter, so that Go Next assumes that they are ragequitting (yet again) if they get tunneled out super quickly.
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Once again, that shouldn't be happening at all, not even to the frequent ragequitters. Because getting tunneled is out of their control, unlike the actual ragequitting.
Also, if it's such a rare occurrence, that also means that people aren't ragequitting as frequently as you would believe.
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From the quality of life roadmap, it looks like we're getting an MMR rework in February. I've noticed that after a few rough games, I finally get a decent one, but then two survivors play too risky, trying to body block and save someone who isn't even on death hook, only to get downed and disconnect once the last survivor gets caught. It's one of those mistakes that has nothing to do with our decisions. Maybe MMR can't fix that, but hopefully it'll bring more variety or at least longer matches.
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Or it means that most of the people it’s happening to, know exactly why they got penalties, so they don’t complain about it.
And again, according to the screenshots people have posted, 1 bad game doesn’t give a penalty. There’s definitely part of the story that people aren’t mentioning. If someone got a penalty, then how did they get flagged in their other games?
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If someone got a penalty, then how did they get flagged in their other games?
That's the part no one will ever know. But we certainly won't explain it by calling people liars.
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We have pro-ragequitters on these forums, that are trying to use the Go Next stories as proof that Go Next should be reverted.
Calling people truthtellers, because of an ulterior motive of wanting to get rid of Go Next by any means necessary, is the biggest problem.
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I'm not pro rage quitting but I hate the "go next" system they introduced.
There are certainly ways to mitigate people disconnecting, but this is absolutely a bad solution and it's also demonstrably not working either. (Imo, it solves none of the reasons that people disconnect, and attempts to determine intent from gameplay automatically).
My point, and what others are trying to tell you, is that this system will falsely flag players for actions their opponents are taking (tunneling is the killers decision).
So if the opponent decides if someone gets a dc penalty, it's abusable. That should never be possible, ever, when we're taking about bans in any form.
It's also a time out, which is an insanely harsh penalty.
So the real question for me is:
Make up your mind BHVR: if it's "abusable and overly punishing" are we forcing it down people's throats and not even putting it in patch notes, or are we pulling it indefinitely? Because there's a pretty massive disconnect there.
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The only thing we want is the removal of the automatic bans for dying too fast. That is all. The removal of self-unhooks and dying after two missed skill checks on the second phase can stay as is. That solves the go-next problem effectively and fairly without punishing anyone.
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That is a horrible idea, because survivors would just purposely run at the killer if they want to Go Next, to bypass penalties. That is what the ragequitters want. They want to be able to quickly and easily ragequit a game with getting penalties.
Go Next, punishing real ragequitters, is more important than this extremely low volume of false positives, that is so low that we STILL can't get video evidence of it even though it's 2025 and recording games really isn't that hard.
We still don't have any video evidence that it's actually doing what you claim. It's 2025, it's not that hard to record video games. If this really was a problem, there should be lots of people recording it, just like how there were lots of people recording Go Next before the nerfs.
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The penalties for DCing and dying too fast are 2 different things. DC too frequently and it can result in a time out before joining another lobby. Die too fast, too frequently and it gives you a grade reduction.
I've never had a grade reduction but I have seen that obnoxious 'suspicious behavior' warning one time. I know for a fact I wasn't going next nor had I died that fast in any recent matches. If it can erroneously trigger the warning to occur I don't find it unbelievable that it could erroneously trigger the grade reduction. Less likely, sure - you'd have to experience the same level of bad match multiple times in close proximity, but not impossible.
If someone is having that terrible of luck the last thing they need is to have salt rubbed in their wounds. I know getting that message once annoyed the hell out of me and that wasn't even a grade reduction.
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Getting the message isn't anywhere near as annoying as having a teammate ragequit early.
Survivors ragequitting early is far more annoying, and far more damaging to the game as a whole.
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It's not so important that we need to punish the entire Survivor community with the possibility of false positives. The "extremely low volume" of false positives is unacceptable, no matter where anyone stands on ragequitting. End of story.
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Who are you arguing with here? Who is saying rage quitting is fine?
Do you think the only solution to going next is to disregard all actions taken in a match and just go off how quickly you die? Doesn't matter if you were on a gen? Doesn't matter if you unhooked someone? You died quick so you must be throwing? You think that's a good system?
Do you not think the hook changes already fixed the problem? I don't know about you but I'm not seeing anyone going next in my matches. I'm seeing DCs but that doesn't have anything to do with this - DCs are a different system.
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I don't think anyone said the only solution is to disregard all actions taken in a match and just go off how quickly you die. We don't have any video evidence, saying that is even occurring. People learned "correlation does not imply causation" in high school, and it still applies here. You don't actually know what caused the warnings or penalties.
And no, I don't think the hook changes fixed the problem. And I have absolutely idea idea how you aren't seeing any ragequitting, because when I watch streamers, I'm seeing A LOT of it happening, where the survivors either DC, or they purposely throw themselves at the killer to ragequit without DCing.
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The thing is, the one time I've seen the 'suspicious behavior' message is in a match where I was at least momentarily on a gen and the down that ended up being my death was in a hook trade. I know for a fact that the system has to ignore the things I did because if it didn't then I wouldn't have gotten the message. It's also the fastest I think I've ever died so that tells me it's likely just going off speed to death since it clearly ignored the actions I did take in the match.
I don't have infinite storage space. I don't stream. I don't want to wear out my SSDs by constantly writing and deleting video files I don't want in the first place just in the off chance I might capture evidence to use in a stupid forum argument.
I did say I've seen DCs. Those are a measured and handled by a completely different system - not what we're discussing here.
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No, you don't know for a fact that everything else was ignored. You have one example, and that's it. You don't even have examples of other times you lost that quickly, which means you're not even sure if the warning would happen again if you lost that quickly.
And DCs are a big part of Go Next, because if the penalties themselves are too light, then people won't take them seriously. From the screenshots people have shared, I'm assuming they need to get flagged multiple times before there is even a penalty, and even then, the first few penalties are so light that a lot of people aren't taking them seriously.
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No, you don't know for a fact that everything else was ignored.
So your suggestion here is what - it didn't ignore it and considers doing part of a gen and unhooking a survivor as something someone does when they're going next? Remember - it gave me that stupid warning at the end of that match. It either considered those actions or it didn't. If it did consider them then it must have considered my doing part of a gen and unhooking someone to be evidence of me going next. It's one or the other here - either it ignored it or considered it. Arguing that it considered it makes zero sense therefore I feel absolutely confident in saying it ignored it.
You don't even have examples of other times you lost that quickly
Probably because this is the fastest time in my memory that I've lost this quickly. There are no other examples. That being the case and the fact that this is the only match that has given me this message tells me that the one aberrant thing about this match is probably what triggered the message. Otherwise what the hell else would have triggered it - the numerous other things that I've done in numerous other matches that didn't leave me with a 'suspicious behavior' message at the end screen? I don't need to review the code or pour over hundreds of videos to make educated inferences about what it's doing or triggering off of.
I guarantee you the sky isn't on fire right now but I'm not looking outside. Do you want to argue with me about that?
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