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The undervaluing of hook counts by players

Something that I just about never ever EVER see discussed online is the prevailing issue of players (and seemingly the game) undervaluing hook counts.

It isn't uncommon for players to be seen upset they "lost" the match because they failed to killer any survivors or perhaps only killed one after having achieved around seven to nine hooks. At least to me is feels like a serious detriment to both the improvement of skill and the health of the games player base. "Damn I didn't kill anyone but I got them through so many hook states" is so much more productive than "arggggggh I need to kill someone I need to tunnel this person out or else I'm losing!!!!" or "SCREW YOU ALL KILLER IS IMPOSSIBLE I CAN'T GET EVEN ONE KILL".

Tangentially, at least to me, it really feels like the concept of killers "losing" if they don't get 3 or 4 kills feels unhealthy, strange, and not how the role was designed to be viewed.

Any thoughts?

Comments

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,965

    I think it's generally accepted that, all else being equal (map, killer, opponent, RNG, etc), that if two killers get, say 5 hooks, and 12 hooks that the 12 hooks is a more impressive measure of skill, even if both games end in a 4k.

    Personally, I don't see a reasonable way to capture that skill in something like MMR. If, for example, we based MMR on hooks instead of kills, it would open itself to abuse, where (some) players would intentionally slug everyone to death every game, lower their MMR in the process, and continue to get "easy" games while still eliminating the opposing team.

  • tes
    tes Member Posts: 1,223

    Beside some people assuming the worst (Like indeed yeah, nothing wrong with people currently abusing MMR through smurfing, DCing, sparing players and playing intentionally for ties or farms, ha)

    Hook stages count is actually a nice decision for casual players feel less under pressure. Yet still, majority will chase for kills because it's how this game works and that's productive. Hooks is a transition task between actual objective, as much as generators for survivors

  • Anti051
    Anti051 Member Posts: 881

    The killer's purpose is to kill.

    The game is all about whether the survivors escape with their lives or the killer takes them.

    There are 4 survivors, so there are 4 possible points for either side to score via kill or escape. First side to three points wins. It isn't unhealthy, strange or complicated, it's just what the game is. You're supposed to look for fun in overcoming the challenge.

    A killer who didn't get a kill and a football player who didn't score a touchdown are upset for the same reason.

  • CatManThree
    CatManThree Member Posts: 54
  • CatManThree
    CatManThree Member Posts: 54

    The end results screen as killer is presented in the same way as a surviving survivor if you killed at least one person with different labels for different ammounts of kills. The intention is a measurement of how well you did not whether or not you killed everyone. All the individual survivor's ultimate goals are is to escape. From their perspective, they are just trying to survive and working togather grants the best means of survival. Survivors dont get notified they "lost" if only one person escapes through the hatch.

    That asside, did not mean to imply kills do not matter. I am just saying hook state counts feel very undervalued and that this causes issues.

  • bazarama
    bazarama Member Posts: 422

    I always play for hooks and if everyone escapes who cares?

    More hooks equals more fun for me.

    There should be some incentive though like do away with all the garbage hook regression perks as they're practically useless anyway and have hooks start regressing the gen closest to completion.

    First hook on a new survivor 10% regression, second hook on same survivor 5% regression and third hook and killing same survivor 2% regression (or whatever percentage is a fair reward for hooking multiple survivors and make playing for hooks more of an incentive).

    With regards the end game chat thankfully I'm on PS5 so don't have to suffer childish comments and I don't go anywhere near exit gates when opened.

    So vault and pallet spam away because you're just wasting your own time my tv is already on mute and I'm on tik tok or whatever until the next match.

  • PetTheDoggo
    PetTheDoggo Member Posts: 1,995

    Well, game does not provide feedback that would suggest it as valuable thing. You get feedback for kills only.
    Even their MMR system (flawed as it is) cares only about kills, so players don't really have a reason to treat it otherwise.

    It's not like survivors care about hooks either, it's simply escape or not.
    You basically care about hook stages only in comp.

  • Blueberry
    Blueberry Member Posts: 14,459
    edited October 30

    In an ideal world many of us would like that. However, that's not the game the developers have made. Instead of putting this onus on killers it should be on them. People would be significantly more inclined to be happy about hooks over kills if that's what the game was balanced around, it was rewarded, and you were scored for MMR from that. That just isn't the case unfortunately. Pitch this to the developers, not the killers.

  • ShanoaLegendaryPlz
    ShanoaLegendaryPlz Member Posts: 1,265
    edited October 30

    I played about 5 rounds of killer as random killers while not using their powers even once, and bringing no perks. I managed to get 2 hooks on everyone about 4 of those rounds, choosing not to kill but just down people after i found them again. As i was just getting points from the void and trying to finnish the voidhooks quest. Its as if survivors themselves tend to ease off on genrushing once they realise you arent playing to win, or the event has enough slowdown from them wanting to spend points in the void. Or i got lucky 4 times in a row lol

  • xerox8521
    xerox8521 Member Posts: 142

    Don't know about others but I play Killer to Kill survivors not 12 hook them.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,335

    I like the challenge in 12-hooking, and rotating everyone twice before sacrificing. Can't say that for everyone, but it is nice to make the game tougher on yourself, and it is also a healthier playstyle in the end.
    Though, I do play Myers a lot, and 8-hooking the survivors, before going for the "tombstone" takedown also works.

    Tunneling and excessive slugging makes it way too easy, and it is simply not fun.
    I also like being nice, and giving the last survivor at least a chance to get out in the end game. I don't need the 4K to win, if that makes sense.

  • tjt85
    tjt85 Member Posts: 1,657
    edited October 31

    Sadly, I think the "kills = skills" mindset is way too ingrained at this point of the game's lifespan to be challenged. I do think we would have a much healthier game if DBD was balanced around hooks as the "win" condition for Killer players.

    You could even say this is well supported by the game's lore and that The Entity prefers Killers to multi hook. Trials where everyone is forced to participate means bigger helpings of Survivor despair and hope for it to feed on. Because in the end there are no winners or losers in the fog, only servants of The Entity. Killers and Survivors that play their roles too well leave The Entity hungry.

    That said, I do sometimes get friendly crouches at the exit gates (2 crouches like a Survivor thank you, not the BM of rapid tea bagging) and item offerings as an acknowledgement that had I played differently, I probably would have 4k'd the team. I do think some players are appreciative of Killers that don't take advantage of mechanics like tunnelling off hook.

    Post edited by tjt85 on
  • Philscooper
    Philscooper Member Posts: 312

    If thats really the problem, why not just close the chat?.

    Do you really need to be validated by other people that it was a good match?.

  • Nazzzak
    Nazzzak Member Posts: 7,351
    edited October 31

    The challenge is what i love too. It might be my OCD, but i love that we can see the hook counter now because it's crazy satisfying seeing each survivor with one count next to their names, and again when they're all on second. Not sure if that's just me though lol it seems to give me that dopamine hit

  • Raptorrotas
    Raptorrotas Member Posts: 3,347

    How about survs do a gen or chase a bit and then just ... stop.

    You did more than your part, just stop. You dont need to escape, its enough. You did well and some part of the community will be content or even thankful and reward you good boy points. Yes youre a goodboy!

    By the way you suck cuz you didnt escape [Teabags you anyways]

    /S

    Can we please stop demanding your opponent to not do their objective?

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,335

    I guess I can relate to that. It feels a lot more satisfying to make sure that you increase those counters.

  • 09SHARKBOSS
    09SHARKBOSS Member Posts: 1,727

    i gotta agree as a killer myself we should view it as hooks = a win and not kills a kill is 3 hooks x4 survivors which as you know is 12 but 9 hooks is still a 75% heck 8 is still a win and you can do that without getting a single kill

  • Abbzy
    Abbzy Member Posts: 2,247

    He did some years ago but all people take from him is calling him bad because he wins only by tunneling and sluging using these “ lame” tactics or still try to shame him about some racist coments but there is video abou that.

  • Massquwatt
    Massquwatt Member Posts: 604

    I mean, it's kind of in the very nature of the game itself. You play as the killer to kill people. You could change the game entirely to function around hooks but you wouldn't be a killer anymore, you'd be a hooker or something. I think there should be more value in spreading out your hooks but the emphasis shouldn't be on that alone, it should be the ideal way to work towards killing the survivors which is your ultimate goal.

  • burt0r
    burt0r Member Posts: 4,292

    It shouldn't need to be "we should view it as" but "the game treats/reflects it as".

    My experience is several years outdated but nothing in the game treats a 8 hooks/0 kills better than a 4h/4k and im pretty sure that hasn't changed in the last few years.

    There is no rewarding representation of the first vs second case and everything in-between. Stop asking people to shift their view and instead for the game to make it feel rewarding.

  • 09SHARKBOSS
    09SHARKBOSS Member Posts: 1,727

    never

    i will keep trying my best to make the game more fun for both sides

  • Ryuhi
    Ryuhi Member Posts: 4,459

    And thats fine, but it also creates an outcome biased perspective. A match hard won vs a steamroll should give you different levels of enjoyment if you are there for the competition, and most would rather have good games with less favorable outcomes than landslides where you just win and move on.

    The way the game is currently structured? Sure, but thats what people have been trying to address about the core gameplay loop. Outcome focused results have a lot of effects on things down to simple sportsmanship, which is why it would be more healthy for the game if people weren't constantly focusing on peak efficiency as their key strategy. Its the same reason why survivors were opposed to the "only surviving matches counts" blanket outcomes that rewarded selfish rat players more than altruistic players who carried whole teams on their back.

    The emblem system wasn't perfect, but at this point it would be preferrable to how laser focused the game has gotten on "kill" and "survive"

  • Dokta_Carter
    Dokta_Carter Member Posts: 776

    Honestly. The emblem system felt way more healthy then the current state,

    Back then you could be in let's say mid to high match making double hook everyone and it would still be a win.

    That hockey analogy really was bad idea for a game you want to be "fun for everyone" when you say a win is determined by how many people you take out of a game, and the most effective strat being targeting one individual.