Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

Lost grades 3x today...

2»

Comments

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,700

    I’m claiming you don’t know enough about QA testing to draw solid conclusions out of your one example.

    Just because you personally can’t think of other variables that might be involved, doesn’t mean there were zero other variables involved. It might be the short game time AND one or more other variables combined, that causes the warning. With this logic, the “one of more variables” would not cause a warning by themselves, but would only cause a warning in combination to the short game time variable.

    We’re not even sure if each game is being evaluated separately, or if Go Next builds a profile on a player based upon previous games.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,700

    Because if the issue was happening frequently enough to be a problem, we would have a lot of video evidence of it already. Just like how we had video evidence of Go Next being overtuned before the nerfs.

    The benefits of the Go Next system existing, far outweighs the EXTREMELY rare complaints of false positives. And most of the time it didn’t even end in a penalty because Go Next requires multiple flagged games for a penalty to happen.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,700

    I certainly don't appreciate you trying to get an entire part of Go Next to be fully reverted, even though Go Next helps the game way more often than it has false positives.

    Survivor ragequitting is a major game problem, and it deserves Go Next to be fully functional. If Go Next is having false positives, the proper solution is to try to identify why the false positives occurred, to try to reduce the number of false positives in the future. It doesn't make sense to say "oh, I personally saw 1 false positive, so let's just scrap the entire auto-penalty feature instead of trying to improve it".

  • cogsturning
    cogsturning Member Posts: 2,274

    I don't know about you but I'm not seeing anyone going next in my matches.

    I'm actually kinda surprised you don't. If I play 10 killer matches in a session, two or three will always have people trying to get me to kill them, particularly the one that was hooked first, or if I get three or more hooks before a gen gets done. I had a match recently where someone brought a luck offering and my first two hookings went second stage trying to kill themselves. That sort of thing isn't a rare occurrence for me.

    But that highlights another point. If it happens that much in my matches, yet the warning rate appears to be low, the system doesn't work. And that's because—as just about everyone has deduced—it's time based. I usually swerve on people trying to die, at least until I get tired of them spamming lockers, pallet slamming, or chashing me around the map. I don't tunnel, so they're not dying a minute into the match, yet they're still sandbagging and trying to go next.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,700

    If Go Next has false positives with the auto-penalty mechanic, do you think BHVR should improve the auto-penalty mechanic, or completely get rid of the auto-penalty mechanic?

    Because it really looks like you're asking for the entire auto-penalty mechanic to be removed. But if you instead want BHVR to improve Go Next so that it's giving less false positives, then please tell me I'm wrong.

  • MDRSan
    MDRSan Member Posts: 748

    I see a fair amount of DCs but can't remember the last time someone tried to feed themselves to me. I even played an entire evening of Krasue the other night and had like maybe a couple of DCs. I pushed my luck with a few rounds of Kaneki and somehow managed to not get a single DC.

    I have seen salty lips and chalk pouches as offerings a few times in survivor matches but no one really used them as far as I could tell.

  • cogsturning
    cogsturning Member Posts: 2,274

    I guess I just get the deranged ones, though I probably get more suicide attempts than DCs. It happened to me at least twice in my session two days ago and I was Wraith.

    I'd rather people DC than throw the match though. Bots at least try. Had a recent survivor match where someone DCed after a double hook and it ended up a 4-out. Even the bot got to leave. We might not have made it if they'd just killed themselves.

  • cogsturning
    cogsturning Member Posts: 2,274

    It seems silly to think the company is biased in favor of the 20% of players playing killer but the way things play out, it's also hard not to feel so. The immediate axing of fog vials and anti-tunnel, and pushing through a buffed and untested Krasue, highlight that.

    The fact that I could choose to go into my killer matches determined to be a terror—proxy someone, hit them on hook, hump them, and shove them back to the lobby--and receive no possibility of automatic penalty, yet they could be penalized, is totally wacky. I've never seen anyone say this happens to them as killler, so even if they're AFK the whole match, there's probably no punishment system for that.

    I suppose the killer role is the one that sells the game, and is the favored one by content creators, so that has to be the driving force. And if survivors continue to play and spend money, the devs won't have a reason to change.

  • MDRSan
    MDRSan Member Posts: 748

    I mean, I usually do see more DCs than that - it was just kind of weird because it was so few and it was with Krasue.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,700

    Because the tunneling reduction PTB had a very large amount of video evidence of people getting punished unfairly, because the PTB changes actually were giving an extreme amount of false positives.

    See how that works? People were super easily able to get video evidence of the tunneling reduction problems, because it was happening often enough to be a problem.

  • MDRSan
    MDRSan Member Posts: 748

    There wasn't a single false positive on the PTB - a false positive would be if generators were blocked from regression if a killer killed a survivor at 9 hooks or if it mistakenly gave endurance to someone other than the person just unhooked. No, it did what the patch notes said it was going to do. If you're going to complain about what the change was called then AFK crows would like to have a word with you.

    Still waiting on your video evidence that there's a go next epidemic right now. Or does that not matter when it comes to your assertions?

  • cogsturning
    cogsturning Member Posts: 2,274

    Streamers and sweats go on the very limited ptb to test the limits, hence all that video evidence. Average players aren't doing any of this. They could have just adjusted the numbers and sent it live to see how it works with regular players, then hotfixed it again. There was certainly no issue sending the untested Krasue buffs that are making everyone miserable to live.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,700

    There were lots of false positive on the PTB. Killers were constantly being punished even when they weren't doing problematic behavior.

    And you still haven't said if you think BHVR should improve the auto-penalty mechanic, or completely get rid of the auto-penalty mechanic.

    It has been OVER TWO FULL MONTHS, and we still haven't seen recent video evidence for Go Next punishing people incorrectly. At some point, people really should admit it's not really happening often at all.

  • CrypticGirl
    CrypticGirl Member Posts: 1,496

    Yeah, I hate to think that the devs actually favor one side more than the other, because they need to favor both if they want the game to survive. But recent events, like the ones you mentioned, really make me question their priorities...

  • cogsturning
    cogsturning Member Posts: 2,274

    I would think you of all people, the champion of believing everyone has a sleazy ulterior motive, would embrace the idea that people are going onto something as potentially important and performative as the ptb with the express intent of shifting the narrative in the direction they want it to go. And again, the devs could have 1) let it go on for more than two days and then 2) modified it based on what they'd learned. All people asked for in regards to Krasue was less clunky head control and they buffed her into braindead invincibility, probably because not enough streamers were getting their easy 4Ks with her. And now we have another despised, overturned killler. Tell me how these two things make sense.

    If they can properly revise it, why wouldn't I want that? It doesn't benefit me having my teammates suicide out, nor do I enjoy hopeless opponents running up to me to die. I'm also pretty tired of giving the remaining players hatch/gates because they had a deranged teammate and now I feel bad. But I don't see how you can make it identify genuine go-next behavior. People should never be punished for doing poorly, and they never, ever should be punished for someone else's behavior. If that's what you want, then the killer can get the same penalty for tunneling them out in two minutes. That's a choice they made, unlike an unfairly punished player.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,700

    The anti-killer phase 2 changes were so terrible that they needed a lot more than a few minor changes to fix them. I have zero sympathy for the phase 2 changes being reverted, because survivors got the phase 1 changed nerfed into the ground.

    People should never be punished by being in a game where someone ragequits early. That's the part you keep ignoring. We aren't comparing a survivor getting punished with a survivor not getting punished. We're comparing survivors getting punished because another survivor ragequit early, with survivors being punished with a false positive from Go Next. The number of overall survivors being punished is much less with Go Next intact.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,700

    And the solution is Go Next should be improved to try to detect people intentionally sandbagging. And the AFK crows should be improved to try to detect survivors that are excessively hiding way too early.

    How would you like it if BHVR said "well, we didn't get the phase 2 changes right on the first try, and it's really difficult to figure out, so we should just give up now and never try to do better"?

  • cogsturning
    cogsturning Member Posts: 2,274

    I anxiously await the system that can clearly and accurately detect everyone's intentions and reasonings. Why not just fix the reasons that people go next instead of trying to relentlessly trap them in matches that leave them feeling hopeless?

    If we're comparing phase 2 to go-next then I guess they can just shut it down until they fix it then, can't they?

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,700

    Because a lot of those reasons are selfish and petty, and based on entitlement, and a lack of respect for their teammates.

    We should NEVER feel sorry for frequent ragequitters. The deserve to be punished.

  • cogsturning
    cogsturning Member Posts: 2,274
    edited October 2025

    Who are you even shaking your fist at here? Where's this secret cabal of sinister serial quitters? And how do you know people's reasons? Has everyone who's ever left your matches filled out a survey for you?

    Just say it. Say you're okay with flawed systems that hurt survivors but not ones that hurt killers. If it's okay to have a system that sometimes punishes the wrong people then pushing the anti-tunnel to live and correcting it at some obscure furure date shouldn't have been a problem for you. It must be worth it to punish those few innocents in order to get the real culprits, as that's been your whole argument.

    Post edited by cogsturning on
  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,970

    Just as a note, because I want bhvr specifically to see this as often as possible and it's completely relevant:

    Their responses to 9.0 go next, and what would have been 9.2 anti tunnel have been so wildly different and inconsistent, that even the devs are on board with this "punish survivors hard, but we have a different standard for killers".

    I'm to a point where I'm not convinced that the person you're taking to isn't an employee at BHVR Interactive on a personal account, because, at minimum, this kind of wildly, and blatantly biased take appears to be the only thing they actually listen to long term.

  • Munky
    Munky Member Posts: 294

    There are plenty scenarios that happen aaalll the time, ppl are just not recording their gameplay 24/7. I can give you one of the reasons I got penalized, if you believe it was "deserved", then pls just stop cause you arent helping anything.

    Going against Krasue, me as a solo, 3 other ppl, probably a SWF, all DC at the start, leaving me to rot with the bots… At this point the killer wants to go next, probably just as much as I do, for good reason. Well the krasue just insta tunneled me out, I dont blame them, its the anti-go-next im pointing to.

    but hey … there is the system penalizing me for "suspicious behaviour"… Maybe its cause I didn't hit my skillchecks on deathhook? But why would I prolong the inevitable, just to attempt to circumvent the system? We don't even know for sure if that is a thing the system takes into account. And even if it is, its still complete bs and you know it :p

    The only other option I had was hope the killer would DC, but that would penalize them instead. Its always a penalty, but according to you deserved? nobody with a reasonable amount of hours wants to waste time playing with or against bots.

    If you are telling me these type of scenarios are "deserved penalties", then I will just mute you, cause there is no point trying to have a rational conversation with you. Obviously similar scenarios happen enough, especially with the latest chapter, to have it happen multiple matches in a row like in my case. Having up to 15 min penalty before I decided to call it for the day. (ps: I havent played since, I just dont have the energy to deal with this nonsense anymore)

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,700

    Any game with 2+ early survivor ragequits, is a completely ruined game, and everyone remaining should get an abandon button. I don’t think we should pretend that survivor bots are a valid replacement for people, and in the entire time I’ve played this game, I don’t think I’ve ever lost a game as killer when 2+ survivors ragequit early.

    In fact, I think BHVR should acknowledge that even 1 early survivor ragequit is pretty much a ruined game for the other survivors, and that early survivor bots aren’t good enough to fix the ragequitting problem.

    BHVR should acknowledge that any game with an early survivor ragequit, is a ruined game that feels bad for all the remaining survivors.

  • Munky
    Munky Member Posts: 294
    edited October 2025

    Just to update:

    After a 2 week break from the game, for obvious reasons… I go into the event as survivor, get completely hard tunneled by a dracula… Again PENALTY…

    Why penalty when you cant handle this killer? Like, just Imagine I totally suck, I might be a new player… Why would I get a penalty?

  • PleaseRewind
    PleaseRewind Member Posts: 353

    I wish Bhvr would let us know how it works. I had two matches this week were where I was tunneled right off all my unhooks and didn't get a penalty. Not sure why some get it and others don't.

  • Munky
    Munky Member Posts: 294
    edited October 2025

    Exactly, it is so inconsistent (it doesn't happen every tunnel, I cant figure it out myself)… there has to be something in the code that could explain this. But they don't want to tell, so I guess some ppl just have to suffer sometimes…

    What baffles me the most is that BHVR probably knows about this and they still don't killswitch this thing. As if they have players to spare to quit the game… I guess it affects only a very tiny amount of the player base, there is no other reason. Sadly I am one of them.

  • KerJuice
    KerJuice Member Posts: 2,105

    Does getting reported drop your grade after multiple reports?

  • Munky
    Munky Member Posts: 294

    This is one of the things I brought up, its one of my theories. Why else would it only happen sometimes to the same player, and only to some players… It has to be something like this, very specific.

  • PleaseRewind
    PleaseRewind Member Posts: 353

    Totally can't see that being abused. 🙄

    Let's hope this isn't the case.

  • KerJuice
    KerJuice Member Posts: 2,105
    edited October 2025

    I had the same thought, but what if it's like getting reported for cheating? One or two people reporting you for cheating will not cause any flags, but getting mass reported in different matches by different players will. What if you are someone who constantly engages in unsportsmanlike behavior and the community reports you for your antics? I never got feedback on anyone I reported for trolling/griefing, so maybe degradation is a form of punishment. When I report blatant cheaters who I see teleporting all around the map with the perk Bond, I always get a message within 24-48 hours letting me know punishment was dished out. That tells me other players reported that person for cheating, as well.

    Post edited by KerJuice on
  • Munky
    Munky Member Posts: 294
    edited October 2025

    I sometimes watch random streams, often seeing these type of 4 man squads, just mass report a killer for no proper reason. Hence it is one of my theories.

    Imagine playing these squads often enough, to collect 10+ report per play session… Also cause some random streamers are looking for clout, reporting someone for a match not going their way… y'all know it happens all the time… it adds up at the top bracket.