http://dbd.game/killswitch
I'm genuinely curious how this game keeps its Solo Survivor players..playing. Someone clue me in..
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Whenever these posts appear, there's always a few people that bring up how well they do in soloq and I think they kinda overlook how often they might be solo but their teammates might not. If I'm in a trio and the random isn't farming or ratting and is generally playing well, we're going to treat them like part of the group, and they'll be boosted that way. We'll also be keeping track of what they're doing so we can flow with their actions (whether they're going for unhook, what gen they're doing, where on the map they're at.) You may not be in the random, uncoordinated group you think you are. Parties affect people even when they aren't in them. It'd be nice if the leaderboard showed you who was in a party so both the soloqers and killers could gain some perspective.
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I mean, even in one of my games a SWF can be overly altrustic as well.
Even then, sure you can argue that when you get into lobbies from MMR based matchmaking, you get paired with people in your MMR bracket. I would not be surprised if high MMR solo-queue gets paired with duos and trios as full man stacks are harder to coordinate and put together.
I don't think it really refutes the point that when I play solo-queue I typically enjoy it as I get paired with people who know to split gens, can take chase, and take protection hits when needed.
Regardless, it's why I always say I don't mind my own solo-queue lobbies and if I'm having enjoyment in my lobbies, while others are having despair in their own lobbies - it makes you wonder what the primary issue is, lol.
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The issue always seems to be matchmaking, as well as how MMR works. Abandons allow you to keep your MMR even when you die, and keep the killer from gaining off you. So that aspect of matchmaking is screwed up. The best player in the match often gets focused on and dies for the team, losing MMR, while the others who sat on gens all match walked out and gained. It's a crap system, and it's logical that potatoes get boosted by others and end up in matches they don't belong in, while skilled but altruistic players drop by trading or dying for the team. Plenty of people probably have high ERs by ratting despite being bad at anything but hiding, and plenty of people who only play for chases will have low ones. And so everyone is mish mashed together.
I personally see no consistency in matchmaking in any of my matches, killer or surv. Sometimes there's someone in the lobby with 200 hours, then there's one with 10k. I had two survivors in two separate killer matches recently that I'm pretty sure we're fresh installs. They had the one default perk for the characters they were playing. And they were paired with absolute juicers. I've also been averaging around a 70-80% KR the last couple months. It made no sense for them to be in those matches.
SWF can be deadly altruistic, sure. They can also be playing toxic. But how that works out depends. I had two duo matches recently that paired us with other duos, both going for sabos/flashlight saves. The killers only wanted them, so we escaped and they got tunneled or hit on hook in end game. If we hadn't been a pair and able to coordinate around that nonsense, it might have worked out different. The dynamics of parties will manipulate your matches in all sorts of different ways. It's hard to judge anything as a purely solo experience until parties are visible. And it's hard to even judge that while matchmaking is crap.
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Maybe at low to mid MMR, typically in high MMR the killer finds the weakest link.
When you imply the strongest person, is this off of chase duration? Even then, if that's the criteria that you're using - it's a net-negative for any skilled killer to focus on the survivor. I certainly am not "boosted" - I have played with many people on my end: OhTofu, Slate, Finesse_, Bleak, Ralph, MomoSeventh, etc.
The average survivor player who is in the forums complaining about their highly specific survivors don't touch gens, survivors cannot hold chase for more than ten seconds, survivors don't do such and such. In the games I had where all the gens were completed, it typically was due to my randoms actively doing separate gens, again something that low/mid MMR players typically do not understand. Even in situations where I'm injured, I opt to do the gen. Some people would prefer to make sure they're healed at all times, if I'm using a medkit (due to the medkit nerf) I typically only use my medkit on death hook.
Granted, most of the games I listed are me using Deja Vu, Sprint Burst, Desperate Measures, and Botany Knowledge and I used a key with the obsession add-on (the one that allows me to see the Obsession at all times).
If a solo-queue player is being matched with a duo or trio consistently and they are as you put it, "boosted" then the game is prioritizing them into a group dynamic. Let's not mention how low MMR or even duo/trio groups will opt to let the random die, lol. If anything, I'd argue that when you SWF you are boosting one another because you're not functionally in the same MMR bracket as the people you're playing with.
Edit: Like, I genuinely would not be surprised if that walking Feng Min was actually boosted. The Ace and Kate moved in a way like they knew what they were doing, then you have Feng Min walking everywhere. She tried to get a flashlight save off of me, walking towards the entrance of the door, knew she couldn't get it, and then literally walked right back around the archway. So, sure you can argue I played with duos/trios - but due to your own term, the Feng Min was most definitely boosted. I thought she was walking with Sprint Burst, even then that's a waste of time - but again, low MMR do not know how to 99% an SB and when you opt to SWF for an easier time, you are boosting one another whether you like it or not.
Post edited by CautionaryMary on0 -
The fact that this gets downvoted just illustrates the sad state of this forum. Some people just want to find any way to remain miserable playing the game and want everyone else to be miserable playing the game. They can’t acknowledge that it’s possible to do well and have fun playing the survivor role.
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People that say solo Q is fine are lying and are killer mains.
I've played solo Q and it's the worst experience in all of gaming. You play killer to dominate your opponent or you play in a big SWF and make the most fun out of losing or maybe winning against a really terrible killer. There's nothing to take serious because it's an unbalanced mess.
The game is dying from it and from what I can tell, only bots and hackers are playing.
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Maybe at low to mid MMR, typically in high MMR the killer finds the weakest link.
Pretty sure this happens in any level of MMR.
But killers also get tilted and over commit sometimes. That's not gonna stop just because they're skilled. But shouldn't there not be any weak links if upper MMR is as impressive as it's supposed to be?
If a solo-queue player is being matched with a duo or trio consistently and they are as you put it, "boosted" then the game is prioritizing them into a group dynamic. Let's not mention how low MMR or even duo/trio groups will opt to let the random die, lol.
You have a lot more faith in this matchmaking than I do. I often get matched with the same people repeatedly, either in the same night or over time, both as killer and survivor (and I defintely have different MMR levels in both.) I've seen people use this phenomenon to prove they're upper MMR because the super-skilled amazing player pool is so tiny but that's not the reason. These are usually people who play in the middle of the night and there are simply only so many other addicts playing at 4am on your server.
How do you know these duos and trios you're talking about are low MMR? There are tons of assumptions made about MMR in this forum, a metric with very limited elements for survivors (gate escape vs death) and that none of us can see.
something that low/mid MMR players typically do not understand.
I don't think it's fair to assume people's knowledge reflects their MMR. I have better gamesense than friends who have more than double the hours I do and am definitely not high MMR. I run Deja Vu primarily for info, so we don't get 3genned, because I don't know what the randoms are doing. I run Empathy for the same reason. But keeping track of the board isn't always enough when people are doing who knows what.
But okay, let's assume everyone who complains about soloq is a low to mid player with just as bad of gameaense as they accuse others of. How does it help to tell them it's fine for the upper 10% of players or whatever number. Soloq painfully lacks info. The game tells you basically nothing and you either have to learn through hundred of hours of punishment, get absorbed into a group that'll teach you, or watch tons of videos made by random people outside the game. It shouldn't be that way. If info and gamesense are the issues then the game needs to teach and provide in those areas.
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I play most soloq, and even that is much too easy. It is not a problem to survive.
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I don't really take downvotes personally, I do find it quite telling that instead of engaging people will opt to downvote.
I know some people will take a look at my hours, who I've faced, and imply that my standard or whatever a survivor main can muster is not the ideal. I started back when PS Plus was a thing in 2022, I was a solo-queue player for many of my 4k hours, and it's not like I just jumped to where I am. I just look at the game as a puzzle, but some people might label me as a comp minded person, even if I myself do not play comp nor engage in comp callouts - but I will take the name if that is where we differentiate between high level survivor thinking versus what is seen on the forums.
The core foundation is that the truth hurts, nobody wants to be told that them opting for flashy plays is hurting the team. Nobody wants to be told that them saying, "I can't find a gen." and mindlessly wandering around trying to find a gen is inefficient. How I play and analyze the game is not the norm, from what I've noticed, and probably why I feel so disconnected from other people who play survivor on this game.
People play for a social dynamic, hence why walking Feng Min was there. It's a reason why I saw multiple mistakes - survivors injured, throwing themselves at hook, and forcing many disastrous moments like the 1v3 I mentioned or that the injured unhooked girl made the game chaotic for absolutely no reason. I've noticed on both killer and survivor that people take the easiest route - externalize the blame on someone else, it must be someone else's issue, not mine. Again, I'm not complaining about how these people play even if they are doing very questionable actions that I do not see that's the norm in my regular solo-queue games, hence the argument that I mentioned that more often than not these people are playing with friends with more experience and being boosted into my lobbies.
Do I think SWF is a problem? No. But to imply that my data set is false because I might have been paired with duos/trios is a non-argument and I am not going to message every single account: I loaded up as solo-queue, that was what I accounted for. I cannot help that my MMR pushes me into duos/trios and if that's the benchmark that we are at, why can I get coordinated duos/trios but the average survivor on here is in solo-queue hell, while I am enjoying and can compliment my solo-queue team for the excellent team play without any comms?
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Not necessarily, why would a killer in high MMR focus down the person that performs the best and not focus on the weakest link? Even aforementioned killer mains will tell you specifically that they will focus on the survivor that is the weakest link. This all loops back to macro gameplay, if you are a killer main - why would you waste time chasing Leon who is looping from this tile to that tile, to here, to there when you can easily drop the chase and chase a more out of position character?
I've played killer and if I wasted my time chasing such and such character looping tiles together, I would be fundamentally losing overtime as this survivor is wasting my time as the other three are doing gens - I completely disagree with this notion.
I don't know what it is with the black and white thinking, lol. Just because you have four highly skilled people in a lobby does not mean that all four people must operate on the same level, lmao.
People all have different things that they've internalized when they get into the bracket, I guess I'll call it where I am. For example, and this is a very specific thing but I don't like to heal against Hillbilly. People will want to be healed against Hillbilly or want to heal me personally, I opt to just ignore that because most of the time and what I've noticed is Hillbilly does not go for the M1 - most Hillbillies will opt to M2 you and ride behind your character, so for me - I find healing against a Hillbilly useless and I take that lack of healing time and pump it into gens. My reasoning here might not be the same across the board for people going against Hillbillies, but it is what works for me. I have many like internal rules that I do, I'm sure other comp thinking players might not agree on every single point, but it is what works for me.
You can be a good looper, you can be a person who does gens, you can be a person who does flashy saves - but I would argue that when you get up to where I am going against specific comp players - those skills only get you so far until you actually analyze the character, their weaknesses, their strengths, and specific counterplay for that character - that's why comp minded people analyze the game so deeply, they're looking for any flaw that they can capitalize on - you see this with any killer main like Hens and Otzdarva, just not heavily popularized for the survivor side I've noticed (nor do I think it will be, people will still go watch flashy entertainment content, mimic it, and wonder why the game isn't progressing).
If you are literally arguing that Feng Min, the walking Feng Min or the girl who tossed herself at the hook when Springtrap was nearby is mid/high MMR, I don't know what you, yourself would classify as high MMR. Again, I'm not arguing against their existence but it is a bit jarring to see that I'm playing with two people who are moving like they're in comms and you just have Feng Min doing absolutely nothing. You have the girl who jumps at the hook, goes down on the hook, forcing me to go to the hook to force a trade, and me going second hook due to her own misplay - I mean the girl literally at the end game was looping with this guy and forced a two man down when all the gens popped - that by definition is inefficient, low MMR gameplay. At the end game, you have me (fully healed) and Yui (fully healed) - she killed herself for no reason and for what? For the guy to still die anyways and her go into basement - Yui and I made the logical call to leave.
I don't know why you're making the argument that I don't think solo-queue (moving the goalposts fallacy) doesn't have enough information. I literally defended the concept of showing the perks to everyone, I have always been an advocate for that. I was an advocate for showing the AFC meter to the survivors. Why do you think I used the key with the obsession add-on? Lol. Now granted, do I expect people to drop their flashlights, medkits, and toolboxes to take in a key with the obsession add-on? No, but if you're gonna complain about a lack of information with the recent Key buffs (build in Bond perk, by the way) - then I have nothing more to conclude.
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If you are literally arguing that Feng Min, the walking Feng Min or the girl who tossed herself at the hook when Springtrap was nearby is mid/high MMR, I don't know what you, yourself would classify as high MMR
I don't know what happened in your matches and I'm the last person to argue about anyone's MMR because I despise the upper MMR argument. MMR isn't visible, yet somehow everyone in this forum knows they're upper. I also don't think the matchmaking system works. If they're in your matches and you must be upper MMR then why are they there?
I completely disagree with this notion.
What "notion"? You've never, ever seen a killer throw because they hyper-focused on someone?
but I would argue that when you get up to where I am going against specific comp players - those skills only get you so far until you actually analyze the character, their weaknesses, their strengths, and specific counterplay for that character
I'm not sure how you can not know how arrogant this on-my-level stuff sounds. You don't know anything about me, and I also don't pay any attention to comp or content creators. If I went against these people I'd never know. Understanding how killers work and how to counter them is just regular gameplay. And regardless, I don't think this game should revolve aroud a small sliver of hyper-intense players. That's why so many people are miserable, because it continues to do so, and lets the average soloqer get tossed into the grinder over and over.
I literally defended the concept of showing the perks to everyone, I have always been an advocate for that. I was an advocate for showing the AFC meter to the survivors
You keep addressing me like I know who you are and what your views are.
No, but if you're gonna complain about a lack of information with the recent Key buffs (build in Bond perk, by the way) - then I have nothing more to conclude
Not sure why it has to be a key. You can just run Bond. Or one of a dozen other info perks, while using a different item. It's the same thing, you're just switching which slot you get your info from. But even if you run four info perks you're just one quarter of a team. You can only control so much.
But I gotta say, you might be the first hardline proponent of the key I've ever seen.
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Do you or do you not believe that the Feng Min was boosted? I am using your term that you used yourself. Why do you keep deflecting and changing the topic or shifting the topics. Why is that Kate and Ace were moving as if they knew what they were doing, but walking Feng Min was operating like she was channeling her inner Sprint Burst while holding onto Balanced Landing? Why is it that when I went down at the archway, instead of at the very least trying to get the flashlight save - she walked out in front of the Bubba, got scared, and walked back around the archway. You cannot be seriously explaining to me that my 52% escape rate and me getting the Feng Min is not by definition boosting via SWF social dynamics.
That's so hilarious that you mentioned that solo-queue is boosted because we are paired with coordinated squads, but you cannot accept the notion that if you're playing with people at a high MMR level and opt to invite Janice into the group (low experience) will not throw the whole game off. You used the boosting logic, are you implying that high MMR people do not have friends who are less experienced than them. You can't even answer the question and you're just being slippery, why did the Ace and Kate play competently - I mean, the Ace and Feng Min left out of the exit gate - to me, this implies comms because why else would Kate have slipped by, unhooked me, I leave out of the gate, and Kate opted to try to look for hatch? Isn't that a bit odd? Isn't that a bit strange that you have functionally two people who are playing well, then you have Feng Min. Just stick to a principle, I don't know why you think you can label my data boosting but then dodge and weave the fact that Feng Min, the anomaly should not have been there to begin with.
They're hyper-focused on someone? If you think it's a wise decision to throw yourself at the hook when the Springtrap is nearby, go down on the hook, forcing my Ace to then trade, putting me on death hook and the Thalita (or whatever female character she was) on her first hook - that is a misplay. Are you seriously defending throwing yourself at the hook while being injured? But to answer your own question, no - I don't get hyperfocused on the aspect of if I'm injured, I go for save. If two people are fully healed, Springtrap is nearby, and I am injured - I stay away from the hook. I personally don't even think any injured survivor should go for the unhook at all, else what just happened to the Thalita will happen to you, causing misplays that could have been avoidable had she not went down at the hook in the first place.
Oh, lord here we go. You can feel any type of way that you want to feel about how I'm wording things to you, I'm not going to apologize for how I communicate to you. If again, you do not think that high MMR players do not analyze each killer on a foundation then again, you and I are operating on two different planes. I find it so sad that killer content is so analytical and offers advice for people struggling - zoning, gen pressure, perks to mitigate such and such, add-ons, etc.
But here I tell you that the game goes beyond simple micro-level gameplay, explain why by examining the killer as a whole, and you take that as being arrogant - this is why people struggle where they are. They focus on the micro, don't look at the macro, nor examine or analyze stuff from their own games - that is where the disconnection lies, so paint it however you want to paint it - doesn't detract from the original point that in order to be a good survivor, you should look at the killer's power and how many play to develop counterplay. As I said, looping, gens, and flashy plays can only get you so far.
Why would I limit my perk build to run Bond, when I can use a key that shows me the obsession the whole game, and I can use the key charges to find people when I want on demand? You argued there's a lack of information, I give you an alternative. Just say you want to have your item, not switch off, and have to rely on running around trying to find someone for: a reset, as protection hits, or finding others to heal while running around the map and wasting time. I don't need to do that and I don't need to sacrifice a perk slot, when I have an item that gives me permanent information (obsession until they die) and key charges to find people on the map. Information is king in solo-queue, if you argue otherwise you are being disingenuous.
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My dude, you are asking me to comment on a match that's playing in your head, that I wasn't in and haven't seen. I have no idea what happened in your game. Possibly? But as I understand, if you're in a party, the MMR averages out, so you wouldn't be brought to upper if you're lower, you'd likely meet at mid. And you can't be carried so hard and so consistently by teammates while being clueless that you get to upper MMR for yourself. If she was that bad, high-skilled players wouldn't drag her around with them. Quite likely the matchmaking was just crap or she was backfill.
That's so hilarious that you mentioned that solo-queue is boosted because we are paired with coordinated squads, but you cannot accept the notion that if you're playing with people at a high MMR level and opt to invite Janice into the group (low experience) will not throw the whole game off
You are taking this weirdly personal, as if I'm pinning your personal stats to parties. It was a general statement. It wasn't even directed at you, you just decided to respond. All I said is that solos don't know when their teammates are in parties and the match may not be as solo as they think. If your other three teammates are on comms, calling out what gens they're on, where the killer is, where you are, and what they're next moves are, you are being assisted whether you like it or not, and you would never know.
You can't even answer the question and you're just being slippery,
Are you seriously defending throwing yourself at the hook while being injured.
No lol, you're just asking me to have in-depth commentary on matches I didn't see. You describing them vaguely in text form from your perspective isn't going to immerse me in the match and allow me to comment on it.
But to answer your own question, no - I don't get hyperfocused on the aspect of if I'm injured, I go for save.
No idea what this is referencing.
You can feel any type of way that you want to feel about how I'm wording things to you, I'm not going to apologize for how I communicate to you.
Cool. Use whatever words you want. But your constant talking about how you're a lordly big brain upper MMR player is outrageously condescending, as well as assumptive.
If again, you do not think that high MMR players do not analyze each killer on a foundation then again, you and I are operating on two different planes.
Is there some sort of comprehension issue here? Because I said everyone does this because it's just normal survivor gameplay to understand how killers work. You can also just, like, play the killers yourself.
Why would I limit my perk build to run Bond, when I can use a key that shows me the obsession the whole game, and I can use the key charges to find people when I want on demand?
Why would I discard my valuable toolbox for a key when I can run Empathy? It goes both ways.
Just say you want to have your item, not switch off, and have to rely on running around trying to find someone for: a reset, as protection hits, or finding others to heal them running around the map.
You make a lot of assumptions about people. Not only am I supposed to perfectly visualize your matches, but you also know what I'm doing based on basically nothing. Remarkable.
Information is king in solo-queue, if you argue otherwise you are being disingenuous.
Bro I literally said soloq needs more info and I use info perks hahaha
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Do you believe that SWF is boosting with less experienced friends?
Do you believe that if a solo-queue player matches with a coordinated duo/trio that they are being boosted?
Make up your mind, pick a struggle, and answer the questions.
If you are struggling with the pure concept to not go for the unhook while injured, notice that Thalita did a misplay, and took a 3 man out to a 2 man out - that's something I cannot describe to you any further than what I just did.
If you are defending injured survivors going for the unhook because they're hyperfocused, that is your take - not mine.
You Ad-hominemed implying that people who develop success within solo-queue are simply boosted survivors, that's your logic, again - not mine. You are the one arguing in bad faith and ignoring the anomalies - whatever you want to say, I don't really care the topic isn't going anywhere because you're talking in circles and not engaging in anything other than focusing on the person's tone when the tone isn't even problematic to begin with. You are imagining me talking down upon you, if I go against comp players and other people and then I get a high percentage escape rate and you are implying that I'm talking down at you for challenging micro-play and you call me boosted because again, you struggle with nuance is a you issue.
Sure, you're acting like I come in with keys all the time. - that I don't use toolboxes or medkits, you missed the point of the key, and again are being disingenuous. You said the game has an information issue - Behavior introduces maps (on-demand WOO) and keys (on-demand Bond), but you are coming at someone who already advocates for more information to push solo-queue closer to SWF comms (such as the perks being shown) to simply help these survivors in "solo-queue hell".
I am not there, hence my enjoyment of my own games in solo-queue. You wanna play SWF, play SWF. However, to completely dismiss and invalidate my experience is showing your passive aggressive and condescending behavior, which I find is the norm when the opponent has no functional argument.
You literally defending a survivor's misplay by hyperfocusing on a hook, like alright man.
Edit: last response by the way, I am not interested in debating any further after this message - enjoy your day/night.
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Well, see you in the Discord group you just joined. Surprise!
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I look in the mirror and tell myself to stop being a baby.
Jk ;) this game actually saves my faith in humanity. The good games are the ones where my teammates show some effort to really help eachother out. In the bad ones it's everone for themselves from (about) the start. It's only logical swf has a greater chance to be the first kind (mainly: peer pressure or personal bond). However when a stranger goes the extra mile, you know you played with a good soul. That makes me happy <3
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I think this is the result of TikTok and Youtube Content creators which are playing vs totally normal High MMR Killers which swing into air mid chase cause "pro move" which showcase how to bambozel even the best Killers by these pro Tactics like crouching behind the Killer and unhook into his face and stuff like this.
You get the drill.
It is a bit like 360 the Killer. So many pro Survivors are claiming that it works every time. But the sad truth is a Killer who has more than 500 hours in the game just does a step backwards and m1s you in the face.
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The one time I made the kindred basekit suggestion people complained that it'd be too powerful so I just shut up lmao
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It’s these kind of divisive “us vs them” comments that prevent productive discussions about balance. You are accusing anyone who disagrees with you or has a different experience than you as being a “liar” and a “killer main”, which is honestly very offensive. How would you feel if everyone dismissed your comments by calling you a “liar” and a “survivor main”?
I am happy to share my total playtime hours to show you that I play survivor more than I play killer. I have fun playing solo queue and I can escape fairly regularly. I would say at least 40% of the time. Do you still want to call me a “liar” and a “killer main”?
Have you ever considered the possibility that maybe your experience is worse than the average player? Just because you don’t have fun in solo queue doesn’t mean that it’s the same for everyone else. There’s nothing wrong with you having your opinion, but to assume that everyone else shares it and then calling them “liars” and “killer mains” if they don’t is incredibly offensive and divisive.2 -
Solo queue Survivor here! My favorite way to play these types of matches is to set myself a role and an objective. Search and Rescue, Generator Goblin, Chase Distractor. The goal is rarely, if ever, escaping unless I have a quest to do so! I call it my "zen" time. 🤩
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There are some pain points with solo queue, but it's not impossible. I have a ~52% escape rate in over 4k trials. I get frustrated with teammates throwing and a lack of info at times, but it's not totally unplayable overall. Certainly feels like it sometimes, especially if you're grinding the game every day with a competitive mindset like I used to.
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I genuinely don’t mind solo queue. I play survivor solo about 75–85% of the time. I’m sorry if the experience is miserable for you. It’s a strange way to see the world, assuming anyone who experiences things differently must be making it up.
All said and done, sure, I can agree things can be changed for a better experience for all.
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I play mainly solo if I play survivor. I have like only one friend who plays this so mostly go alone. I even play with totally random perks with no items currently and I have no problem with the solo queue in last 30 days my escape rate is 60.76%. I also am not playing for escapes and I usually might try even totally hopeless save because in the end the escape is just bonus for me.
I get occasional tunneler and the really rare camper time to time but even in those escapes happen surprisingly often. Depends totally of the people playing in the match.
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I was inspired by the RE-inspired challenge recently posted here and put my own spin on it. Now even losing becomes more interesting. Of course I have to pause it for the Bone Chill event.
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It's only gotten worse over time as well.
Finally got hit with the 15 minute DC penalty after abandoning while the Killer slugged me next to hook first trial of the the event and then slugged a team mate who came to help, after DCing for the same reason during the Halloween event. 😵 Still can't emphasize how cruel and unusual the new system is while the changes to camping/tunneling/slugging never fully went through. The only lesson I'm learning is that my time would be better spent playing some of the games I got during the Winter Sale on Steam.
Based on the thread, most solo Survivors are coming to the same conclusion.
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I mean, isn't that the core answer?
How does the game keep solo survivors playing? It doesn't. It relies on a massive amount of churn from either new or occasional players, whether new or killer, who are going to get fed up and quit or engage with other players in detrimental and toxic ways, furthering the problem.
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No kidding. I'm still trying to push through 20 matches since my last DC (which was because of a hacker). I think I've done 13 now (?) and it's been about three days. I was strongly tempted to DC this morning against a tunneling Legion with slowdown and Legion pin. I stuck it out, but it sure didn't feel good...
They really need to revert to the old penalty system.
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I might get in trouble with the mods for admitting this, but I know I can't go 20 Solo Q Survivor matches without losing my cool. It's just impossible for me and the biggest reason why I had to give up playing the role completely.
Personally, I think if we're going to have a penalty system as punishing as a ranked competitive game, then it's finally time for BHVR to get off the fence and go full competitive. Give us ranks that we can see, make the MMR system a lot tighter than it currently is and make winning or losing matter.
I don't think the majority of the player base would actually want that (I know I don't), but it's got to be better than trying to keep both casual and competitive players happy. The end result of that strategy is a game that neither side of the community can fully enjoy. In an ideal world, players that want to chill would stick to the events & 2V8 and the hardcore win at all costs types would sweat it out with each other in a ranked 1V4 queue.
Of course, I could be completely wrong about all this and truly casual players don't get nearly as frustrated by the same things as I do. Maybe they're happy buying the odd cosmetic / licensed character and stay chill no matter what happens. Other live service games that I play once in a blue moon don't frustrate me the way that DBD does, but then again I haven't spent a thousand hours playing any of those games.
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It's always been a terrible idea, but considering that's BHVR's forte (in my opinion), it's likely to stay the same indefinitely. At least we're not being punished as severely for AFKing as well like we were in June, but tick-tock. 😰
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It'll either stay the same, or (heaven forbid) they'll actually make it worse. I wouldn't put it past them at this point, since people are demanding even harsher penalties because Survivors are still DC'ing. They can't bother to look into why they're DC'ing...
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This is just my opinion, I wasn't there. However, I feel like the internal discussions regarding the penalty have to center around Killer players not wanting to play against bots. We'd get much farther working toward improving the game like you said, but it's apparently not worth looking into. Rolling out harsher punishments would be absolutely horrible for the game, which sadly makes it the most plausible outcome if we're to take anything away from this year.
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Yeah, the bots are another thing that should have never been added. I get the purpose of them, but they just seem to cause more problems than they solve.
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They could cut gens down to 2 to finish, add 5 killer shacks to every map and only allow us to play perkless trapper and someone would still complain about how difficult solo is. Im a killer main and could still escape over 50% of my survivor matches if I care about it.
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I recently booted up TCM for the first time in ages to have a look at that graveyard. Matchmaking was taking too long so I backed out. Got hit with a 3 minute penalty. Logged off forever. I worry BHVR will implement something like this, especially if perks become visible in-lobby. Penalties like that might make me walk away.
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It could be good like how it works in L4D2, but it's one of those things where they should be implemented to ease matchmaking and DCs. As is, it feels like they're being used as a worst case scenario which isn't great for anybody.
100%. I get that DCs are a problem, but for a game as casual as DBD how big of a problem is it really? In my opinion, if we can't even determine what's fair and unfair, why are we coming down so hard on players for giving up? It'll never make any sense to me.
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I don't think it's as big of a problem as it's even made out to be. I've been logging how many DCs happen in my killer matches and the numbers have been super small. Last time I crunched them they usually landed between 2%-5% of my opponenets. That's not that bad. I think they're more common against S-tiers or disliked killers, which I usually don't play as, so I probably see less than a Ghoul or Blight player. I played a match as Clown the other day and two people DCed as soon as they heard the bottles break, which I guess is left over resentment from his previous buffs. Played another and had another DC. Then I switched killers lol.
I personally don't mind bots in either role. I don't want three or four of them, but that rarely happens. And I'd tather have them then unhappy, sandbagging people.
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Doesn't the game let you Abandon against a full party of them as well? I swear, it's the most bizarre thing ever to buckle down on DCs and remove going-next only to make it easier to leave with a new mechanic. It feels like wasted time just to move a goalpost (in my opinion).
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Yeah if everyone is a bot, the killer can abandon, even if it's just people abandoning during ending animations. And you can abandon if a gen isn't completed in 10 minutes. I get that one here and there.
Yeah, it's weird how they keep adding abandons but DCs aren't okay. Now there's that one where survivors can abandon if they're downed multiple times. I had a match yesterday with a pair of stupid flashlighters. They kept running over for saves while still injured and I just kept slugging them because I wasn't really trying to tunnel them out (even when they were asking for it). They ended up abandoning with 4 or 5 gens still up, pretty much at the beginning of the match. I thought they were DCs at first until I checked the match history afterwards. You can just act stupid and walk away now.
Post edited by cogsturning on2 -
Personally I think it's one of those things where DCing is just a part of the game and all paths branching off of that eventually lead us back to it. It could very well be addressed—but there would have to be a lot of changes and sacrifices made to the game. As this year showed us, you literally have to punish people so severely that the game gives them a penalty for not making perfect plays (which don't exist to begin with). And in the end after all of that, we're seeing that leaving go-next and DCs alone was probably the best solution from the beginning.
I do know that's sort of a taboo thing to say, but I do believe it to be true.
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Addiction or because they dont care about it and arent vocal about it (like the asia region)
kinda sad that bhvr doesnt want to do another shake up again, its been 3 years.
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I would agree with that. And now we probably won't go back to the way things were.
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Yes, your friend asked me to join - what is your point again?
Do I seem arrogant in the messages I say to your friends? Haha.
Ah yes, classic Ad-hominem again. I haven't played with your group, just general texting - you formulate it as a "gotcha!"
I noticed you didn't answer the questions too, so interesting.
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Why would I bother responding if you write a wall of text and then end it with a declaration that you're no longer going to respond?
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So, you have no argument and was focusing on the tone of the conversation - thank you for establishing that as your foundation, Cog.
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You did say you weren't going to respond. You can hardly fault them for that.
Here's what you said:
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His last respond was literally a "Gotcha!" and a social ad-hominem attack, didn't address the questions, and evaded his boosting logic argument that, he himself would not lead on the SWF talking point.
How can one be boosting in SoloQ if they're being paired with duos/trios, but SWF isn't boosting if you're playing with higher skilled teammates?
He could have simply not responded at all. If I declared the conversation was done, why bring up me being invited into his Discord group chat (which I have not played in, by the way) as a dishonest tactic?
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There was no attack or dishonest tactic. It was pretty light-hearted. I'm doing my best to walk away from this to not compound the problem. And again, I'm not going to answer questions when you're just deciding when a convo is over.
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You have more self control than me.
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The circumstances are compelling me to not be me.
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it is not impossible but rather actually possible to get an escape streak solo, but it is kind of luck based. However, people make above 50% eecape rates, so it seems your own skill matters more than luck in many matches
Something ive noticed is th t many arguments when it comes to this topic boils down to "i’m not having fun, so how are you having fun " or the other way around. If you dont find the game fun, then dont play it, very simple
Clearly there are thousands of people who find it fun but dont publicly announce that on these forums or other social media
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