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DbD is not a casual game

karatekit
karatekit Member Posts: 236
edited December 17 in General Discussions

It’s not true. If this is a casual game then why are there so many complaints? Compare this to an actual casual game such as fall guys or mario kart. These games are not even comparable. Some people may play this game in a casual manner but that doesn’t mean that the game is inherently not competitive. The win condition means other side must lose. the game is designed in a way that if you are winning then the other side is probably not having.

in mario kart for instance there’s one veteran comp player who gets 1st place all the time but he doesn’t need to tunnel you and camp you to get that 1st place. You can still play the game in full capacity.
Maybe someone might say that these tunnelers make the game competitive but it’s just not true. Swf squads do the same thing. Ultimately both players are playing their game as allowed and to win even if that’s not fun for the other side, which is exactly why this game isn’t casual. The closest to casual dbd got is with 2v8.

what is the point of this post? Just wanted to say this as a response to the casual vs comp argument. Both are the same game, one party is just playing to win and the other is mismatched.
i mean just consider this: why does this game have such strict dc penalties if it’s so casual? Tf2, battlefield, the other casual games dont.

Comments

  • saym
    saym Member Posts: 109

    That’s why I keep saying it over and over again: casual mode and ranked mode should be separated.

    There are only two types of players in this world—those who want to enjoy the game casually, and those who want to compete.

    Splitting the game into two modes satisfies both types of players. What matters is having the freedom to choose.

    So what’s the situation right now? Only one of those groups is actually able to enjoy this game.

    Every time I express this opinion, I get off-target counterarguments.

    And I have a perfect answer to every single one of them.

  • Huge_Bush
    Huge_Bush Member Posts: 5,465
    edited December 18

    Two separate modes won’t work. First, it’ll mess with queue times. Second, all the sweaty players will go to non-ranked mode for easy games. It might work if they give ranked mode some amazing rewards or something but most rewards BhVR come up with are usually underwhelming

  • saym
    saym Member Posts: 109

    There’s no need to abandon Casual.

    I’m not saying we should only focus on competitiveness.

    I’ll say it again: the important thing is having the option.

  • jesterkind
    jesterkind Member Posts: 9,546

    I was responding to OP, not to your suggestion of a ranked mode.

    On that topic, there are some practical concerns standing in the way, but if those concerns are ever addressed I don't really mind the idea.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,766

    dbd can be casual, but it suffers when both sides aren't on the same page. either casual or tryhard can be fun, but if one team wants to spam nothing but Oddjob+ Golden Guns then the other side can't be playing Jaws.

    that will always be the fundamental problem. but you don't know what you get until you get into a match. this is why I play pure end game builds so when I get a chill lobby I can hang out

  • saym
    saym Member Posts: 109

    First of all, concerns about queue times have been discussed even before modifiers were implemented, but in the end, they didn’t have much impact (except for 2v8 matches).

    Next, looking at other games, players who play Ranked tend not to worry much about queue times.

    Finally, sweaty players are still stomping casual players. Whether modes are separated or not doesn’t change that—it’s irrelevant.

  • karatekit
    karatekit Member Posts: 236

    I think what casual queue needs is two things ( if ranked q was ever added)

    • No MMR, completely random matchmaking
    • Removed or far less strict dc penalties ( for example only 3 minute timer never increases seperate from ranked dc penalty)

    With these 2 changes, the concerns about sweaty guys going in casual should be mostly solved.
    I think the queue time shouldnt be a huge problem. Im presuming many will play casual and those who play ranked should be more tolerant of higher queue times. It’s not a completely different game mode like 2v8

  • Shroompy
    Shroompy Member Posts: 7,779
    edited December 18

    What we need is a new mechanic to slow the game down by default that both sides need to interact with. Maybe each map has some sort of special generator or thing which acts as 1 or maybe even 2 gens being completed, and maybe killers could have something that they could do which acts as multiple hook states. Survivors for example could have a blood generator they would need to complete and killers could have like shrines that they could interact with and once active every survivor gains a hook state (if theyre on death hook already, they get killed as if it were the endgame collapse)

    Both of these things could be slowed down by the other side, and I think it would make things more interesting since both sides now have something to race for other than generators and hooks. So overall less gen rushing, tunneling and camping.

    EDIT: Could also make the "unique gen" for survivors change depending on the realm as well. Say Lerys they could find bodies where they could carry them to the treatment theatre and electrocute them, or badham where they need to find valves and do some sort of puzzle inside the boiler room

  • crogers271
    crogers271 Member Posts: 3,254

    People tend to make way too much out of the differences. We're talking about broad, general terms - not ironclad classifications.

    As an example, once upon a time I took Mario Kart extremely seriously. Usually when this topic comes up there will be a commenter discussing 'my house had to make rules to stop fights from breaking out during Mario Party' or similar post.

    Take something like basketball - people can play it goofing off with their friends not keeping score, or they can form leagues with organized teams tracking wins/losses (and you have lots of ground in between, such as pick up games). The level of seriousness is mostly down to how the players treat it.

  • Ryuhi
    Ryuhi Member Posts: 4,433
    edited 12:35AM

    DBD walks a fine line between the two, and its one of the things that's maintained the game's longevity imo. If it were too casual, there would be nothing for players who wished to improve or explore skill expression. If it were too competitive, new players wouldn't even stick around long enough to see the licensed content that enticed them in the first place to try it. While nowhere near perfect, in terms of design it tries not to limit agency too much while simultaneously employing very limited mercy mechanics as guardrails (bloodlust, basekit features incorporated to reduce loadout necessity, hatch, compensatory loadout aspects like crutch perks, etc.) to try to reduce the gulf in mismatched players.

    One of the biggest problems of this daywalking is that the game doesn't know how to break the news to the players. Player feedback on matches is almost entirely outcome focused, which sides with the competitive aspect as it fosters a more "victory or death" type of absolutism. It also makes loses piss them off more when they lose, since they feel the aspects outside their control contributed despite how they feel they played. This ties in to the player's personal satisfaction with most matches, meaning they will, well, really want to win more and lose less. Hence why competitive players tend to cope better with loses than casual ones, but then they often get toxic as well when they don't.

    On the inverse, it doesn't know how to reign in its extremes enough, nor properly balance its variety. Too many aspects of the game get "solved" too quickly, especially for how massive gameplay variety possibilities grow: Every time there is a new killer, survivors need to learn how to counter it and killers need to learn how to maximize it. Every time there's a new perk, it gets evaluated by the players into whether its worthless/usable/viable/busted. All of that is on top of the fundamental aspects of the game that continuously get changed by these additions. Its an extremely daunting amount of info to take in, and the more limited variety one's gameplay experiences have (As in, playing against primarily metas or limiting roles) the less opportunity they have to grow naturally to handle scenarios they've likely never/rarely seen. Casual players constantly get caught off guard by things they wouldn't have any way of knowing unless they had both seen and understood previously, leading even core game mechanics to develop an "Except on Tuesdays" level of exception.

    It's enough in either direction to draw people in and mostly to retain them, but its also not far enough in either direction to keep everyone happy. That said, this is why things like quality are more important, as they are universal. One of the biggest uniting factors in the community is when things are just flat out done wrong. And it can sometimes be a pretty clear distinction that everyone can easily agree on. When game improvements focus these types of schisms, comp vs casual/survivor vs killer/new player vs veteran/etc, they tend to appease one side specifically to the detriment of the other. This type of divisiveness in terms of the game's classification in particular would probably be a lot less of a discussion if any improvements to one weren't inherently designed to hinder the other. Would certainly help more people come to terms that the answer to is DBD casual or competitive should be a simple Yes.

    Post edited by Ryuhi at
  • Ryuhi
    Ryuhi Member Posts: 4,433
    edited 12:46AM

    I like the idea of having the maps be more dynamic/interactable, particularly its impact on the speed of the game. I know people have discussed secondary objectives to death, but from what I've seen it's always been focused on slowing down gens specifically. The tricky part would be balancing the impact of any bonuses from such aspects in ways that don't remove too much from the opponent.

    For example, something like having a shrine where praying at it might give you a small/moderate stacking action boost for every killed ally would work well to diminish the impact of hard tunneling on game speed, but it would require a lot of fine tuning to not be too punishing/worthless or be usable later in the game. Having such mechanics work around overall gen progress (as in, total number of charges across all gens) would work better than having it be based on gens completed, as basing it specifically on completed gens would allow people to 99 gens to store up a bonus for lategame as if someone was tunnelled out at 5 gens, for instance.

    I also really like the idea of having secondary objectives be contestable like that, as it prevents them from just being a non-interactive approach to guaranteeing progress. The risk and reward would need to account for the roles, but more accurately than something like the hex/boon divide. For a survivor map interaction, it could have requirements like needing all remaining players to interact with it for a certain period of time, with a cooldown to prevent them from just taking turns to rush. That way the less survivors remain, the easier it will be to trigger a buff, and give the killer more opportunities to incorporate contesting it in their macro game. Likewise, a killer oriented one might require something like collecting blood from blade wipes to be collected then pooled in, which could then be balanced around the impact of whatever effect it has.

    I don't particularly like typing the survivor one to gens (even specific ones) only because of how wildly variable gen speeds can be. They could either be too contestable by the killer, or it could be achieved by the time trapper even finishes picking up his third trap. The only reason I would incorporate it into the killer's normal gameplay loop is because they're the 1, and their ability to split time and attention is far more limited. Even then, survivor interactions like objective denial could potentially be used to impact their progress if done carefully: Using the blood gathering example, there could be a stipulation like every time a hook is saboed within 16m of carrying a survivor, the killer gains a notification and loses a portion of collected blood. Not direct enough to encourage straight up bully squad tactics, but with enough risk/reward to keep promoting direct interaction above retreating to cash in.

    Edit: Thought about it more, and even targeted gens could still work if done right. Cap their max repair speed, give them basekit effects similar to surveillance and discordance, essentially make it so the killer knows at all times when they're being worked on and limit the potential to blitz them before even slow killers can reach. There's potential, but it would need a lot of considerations to avoid curling a finger.

    This is all conceptual, but I guess I wanted to focus on the ways such an approach could potentially go wrong and how to avoid them more than anything. If done well, expanding something as core as map interaction could benefit both casual and competitive players pretty evenly. Very key word being well, and we've seen the monkey paw enough times with ideas that ambitious that I feel its important any devs considering ideas like these to really flesh them out before throwing them on a PTB in a halfassed state, wasting resources, and killing good ideas with poor implementation. The best part about your map specific approach is that any impact those types of objectives have on the match can be themed to the map itself, which unfortunately again, leaves it more susceptible to the monkey paw on some maps vs others. Alternatively, they could be used to address map specific issues. Lot of potential in the idea, for both better and worse.