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A general lack of sympathy from ignorance

I have seen that this game has an issue with players having a lack of sympathy towards the other roles.
For example, if a Killer complains about the game being survivor sided and bully squads and Gen rushing, they get so many unsympathetic comments about how they need to get good. Survivors complain about killers tunneling, slugging and running full slowdown, killers will immediately say they have to (which they kinda do need to do, but that’s besides the point.)


I feel that this comes from ignorance. My suggestion? Go play the other role for a few hours.
It lets you see how bad it is to be tunnelled or slugged at five gens by a Myers (true story, happened one time to me and my friends). Survivors will see how miserable it is to face a bully squad, have two gens pop by the first hook or get t-bagged at the exit gate.

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Comments

  • runningguy
    runningguy Member Posts: 1,015

    i play both sides, i have no empathry towards either side. we do what we gotta do

  • random1543
    random1543 Member Posts: 329
    edited January 5

    As someone who primarily plays survivor when I go play the other role (Billy 99% of time) its usually a pallet cleanser and tend to just goof around with survivors while still getting downs when I get curves off.

    This is just my own personal experience but I think its because I'm not worried about how many kills or hooks I get I just wanna curve around map as billy.

  • runningguy
    runningguy Member Posts: 1,015

    by too seriously you mean they want to win so they do what the rules of the game permits to do so? There is nothing wrong with trying to improve, trying to get better results. tbh i play both sides but im actually finding survivor the easier role play right now.

  • Junylar
    Junylar Member Posts: 2,123

    It's not the role vs role problem, it's SWF vs everyone else. I play both soloQ and killer, and know how miserable both of them are. Still, those who only play SWF with bully builds will never sympathize with any of those, and they will try to steer every discussion regarding SWF to the simple Survivor vs Killer, and easily manipulated soloQ players eventually start to believe that it's indeed Survivor vs Killer, and not SWF vs others.

  • CrypticGirl
    CrypticGirl Member Posts: 1,489

    They want to win, so they do everything in their power to make the other side miserable, and they don't care how their opponents feel. All they care about is winning.

  • Leon_van_Straken
    Leon_van_Straken Member Posts: 531

    I often read in this forum and I think it is always funny to read answers to the question "If you think the other side has it that much easier… go play as them." and the answer which follows is often: "Nah if I play that side my Killrate/Escaperate is always 100%. So it is boring and easy." Ofcourse without prove or when prove follows it could be the account of everyone.

    It is funny that some people are trying to hide that they clearly have no sympathy with their opposite side so hard that they don´t notice their own lies.

    DbD would be in a better state if 5 people would quque up and each gets a random position. 4 get Survivor and 1 get Killer. So everyone could see what the other side has to deal with.

    And just btw. I know there are cracked suvs or killers which are playing on easy mode. But this falls into the category "touch some grass or its way to easy to reach mmr cap.

  • runningguy
    runningguy Member Posts: 1,015

    so if you could loop a killer for 5 gens, would you care how the killer feels? or if you blind the killer for a flashlight save after they spent ages to get a down, do you care about how the killer might feel about that?

  • karatekit
    karatekit Member Posts: 315

    I feel like ppl should stop complaining about the way their opponents play in a game except obviously when it’s a matter of cheating. If you play this game casually then you should expect to constantly lose, thanks to the unmatched matchmaking quality of dead by daylight

  • CrypticGirl
    CrypticGirl Member Posts: 1,489

    Yeah, I do feel bad when we end up stomping all over the Killer. One match where I had a hacking teammate who kept remote flashlight saving me, and the Killer DC'd? Yeah, I felt bad. That poor Killer literally couldn't do anything. Another match where a Clown chased and hooked a Meg while the three of us were on three separate gens, and they all popped near-simultaneously, leading to the Killer's DC? I didn't blame him at all.

    Just a few examples.

  • runningguy
    runningguy Member Posts: 1,015

    yet it doesnt stop you doing what you were doing because you felt bad for the killer. you wanted to win… you could see all 3 gens were going to be done at the same time, you could have stopped doing your gen. My point is you and the team as a whole could be seen as making the game as miserable as possible for the killer because you wanted to win, you were playing the game. This is what many killers do, they play the game, they try to win….maybe they feel bad for tunneling maybe they dont but they dont try to make survivors games as miserable as possible they just try to win, just like you.

  • Reinami
    Reinami Member Posts: 6,634
    edited January 5

    While thats true that people should play both sides, i still am always perplexed by the attitude of players of this game.

    There is no other game i have ever played where i am supposed to "think about how my opponent emotionally feels about how i'm playing and adjust my playstyle to be 'nicer'"

    If i'm playing street fighter, and i'm playing guile, and my opponent is zangief, you can bet i'm going to try and win by throwing 100+ fireballs while they try to get close to me. I'm not going to "empathize with my opponent about how boring that is and make the choice to NOT throw a fireball because that would be 'too mean'" Nor am i going to be the zangief player and expect my opponent to stop throwing fireballs. Nor am i going to get in close with him and start a throw loop and decide "maybe i'll just throw them twice instead of keep doing it because its mean"

    It is very confusing to me that for some reason in this game and this game only i have to "think about my opponent and be nice"

    Like, am i supposed to just play chess and see my opponent hung their queen and think "ah that would be too mean to take their queen for free, i'll be nice and not do that"

    If a playstyle is inherently unfun for boring to play against, it is not up to the players to not play the style for fear of upsetting their opponents. It is on the developers of the game for allowing said style of play to exist, and perhaps, as in my street fighter example, it is actually designed intentionally to allow for that style of play, that could just be the answer. But you would never cry to the other player about it just because they did something "boring"

  • Ryuhi
    Ryuhi Member Posts: 4,531
    edited January 5

    I think their point is that playing to win isn't a killer specific thing, and that things that feel miserable to one side are often unavoidable consequences of that. Unavoidable besides sandbagging oneself, of course.

    Having empathy for your opponent isn't just being glad when you aren't the one getting dunked, its understanding that they're not personally trying to make your experience worse by trying to win, that just ends up being a consequence of how most interactions in the game are designed. Objective denial is a topic this applies to frequently, everything from gen regression and securing a hook stage to saves and sabos. You can dislike individual tactics employed, but constantly assuming ill intent with a net as wide as "wanting to win the video game" is a bit much. Unfortunately in the current state of the game, all you can really do is go as hard as you can out of the gate and then adjust to your opponent's pace, and that certainly applies to both sides. The early game is just universally too important to how time scales for the rest of the match.

  • Reinami
    Reinami Member Posts: 6,634

    Its a game, why should i not play to win? Why do i need to "be nice" why do you expect me to not take my opponents queen for free when they hang it in chess?

  • CrypticGirl
    CrypticGirl Member Posts: 1,489

    And they're making a bigger assumption by claiming that I'm assuming that all Killers are toxic when they tunnel or whatever. I don't think all Killers tunnel to be toxic (but I have seen a few that do). I recognize when they do it to win, and yes it sucks when they do, but I just move on. Are they claiming I'm supposed to be nice to a Killer who's tunneling me?

  • TheVarietyKiller
    TheVarietyKiller Member Posts: 42

    that is a good point.
    I feel like the difference is the DBD matches are longer. You get zoned out by a zoner in a fighting game, at least it’ll last 3 minutes at most.

    But going against a bully squad? If you play well enough, it can take 10 minutes. That feels worse, leading to a larger reaction

  • Reinami
    Reinami Member Posts: 6,634
    edited January 5

    I mean, its not just about length. There are plenty of examples of games i can give you that can last an hour plus where you basically are dead lost at minute 5. DotA, LoL etc are all games where this can occur and people don't suddenly "expect their opponent to just be nice and stop killing them so much"

  • Ryuhi
    Ryuhi Member Posts: 4,531

    I think there is some slight merit to the argument concerning sportsmanship, but thats a concept this community just doesn't gel with for multiple reasons. Personally I would rather a rough win vs a cake walk, so long as the rough part isn't due to design flaws. The desire to win and the desire to have a compelling match should be pretty close to one another, even if one or the other overshadows a bit in a given person's mindset.

    That said, its more on the game to limit extremes and have proper matchmaking to foster that environment. We can only be responsible for ourselves in that regard, so it boils down to giving your best while anticipating the worst. The rest falls within the limitations of the game's structure which sadly fosters these types of mentalities the worse people think of their opponents.

  • Reinami
    Reinami Member Posts: 6,634
    edited January 5

    Its not sportsmanship. The attitude off this community is different.

    Sportsmanship is like, after i win i say "ggwp" or shake my opponents hand.

    The attitude of players of this game is that for some strange reason if i'm playing a football game and i score 3 times in a row, i need to let my opponent score a couple of times too so they don't feel sad about losing.

  • Ryuhi
    Ryuhi Member Posts: 4,531

    You came into a topic about increasing empathy for one's opponent with a loaded us vs them argument, and you don't seem to be understanding the hypocrisy in your stance. They're not claiming you should purposely misplay in order to be nice to your opponent, in fact thats the exact point they seem to be trying to drive home. If you understand that as a concept, why jump into the topic trying to make it one side's fault specifically? Reminder, this was the comment that probably got you those responses:

    I think the bigger problem is that some players, mostly on the Killer side, take the game too seriously, and feel that anything less than a 100% win rate is unacceptable.

    It takes a universal issue that crosses roles, and tries to paint it specifically as being instigated by one side while minimizing the prevalence of it on the other. One of the most misleading things about the survivor role as a survivor is that most survivors do not play the same as any one of us, and we have no idea what they're doing when not being told in some way. I can assure you that with a prevalence of 4 to 1 in a given match, the liklihood of that mentality applying to a survivor is much higher than it is a killer, even if the tactics and methods employed are different. Thats not a point worth dwelling on though, as we can only adjust our own behavior, so the important takeaway is to just be mindful on when you are unintentionally giving that impression to your opponent. I believe that was likely the intention of the examples, outlining that its not worth getting upset at someone for playing to win when its something we all do.

  • Reinami
    Reinami Member Posts: 6,634
    edited January 5

    But they are asking me to misplay, thats the point.

    Take the example of street fighter. What if throwing my opponent 10 times in a row is strategically the best sequence of moves for me to do to win the game. Why should i "care" that my opponent thinks that "throwing is cheap".

    And, if lets say for a second, that that move actually is like super OP, and i'm trying to win the game, wouldn't i be a fool for not using the OP move over and over again to try and win the game? At that point it would be up to the developers to nerf said move that is overpowered. But why do the players care that i'm using it.

    Like, most people here don't like tunneling for example. I personally think tunneling is bad for the game, and it needs to go. The developers also obviously think that and are trying to do something about, although personally i think their strategy at doing so is wrong but that is a different discussion.

    Anyway, the point is, if tunneling is so broken, and i'm trying to play to win the game and that is what i care about, why should i suddenly "misplay" and NOT tunnel just because its "mean" or "boring". You are asking to me to not play a strategy that will give me statistically the best chances for winning the game, simply because you don't like it.

  • Ryuhi
    Ryuhi Member Posts: 4,531

    Oh I know this community is not the pinnacle of sportsmanship, just that its what's supposed to be there. Sportsmanship as a concept was never necessary to competition, but it improves the experience for both sides when things like mutual respect are observed.

    Sportsmanship is like, after i win i say "ggwp" or shake my opponents hand.

    Thats a small part of it, but sportsmanship in a more pure form would be closer to not throwing sand in someone's eyes during a duel. As a concept, its supposed to be about allowing competition to be as fair and equitable as possible, as the focus is generally more on improvement (self, rivalry, etc) than the outcome of the competition. Outcome focus tends to overshadow those concepts with "whatever it takes to win," which is why its equal parts understandable-yet-undesirable under those circumstances. Handshakes after competitions aren't supposed to be just compulsory, they're supposed to be an acceptance of the outcome.

    The attitude of players of this game is that for some strange reason if i'm playing a football game and i score 3 times in a row, i need to let my opponent score a couple of times too so they don't feel sad about losing.

    Thats how many people think, sure, but to add to that analogy, players can be upset that a flag wasn't called at a crucial moment, the other team won with a dangerous play that could have seriously injured one or more players, or the dreaded "being held back by teammates." Scenarios more difficult to accept that are still within reason, but require much more personal temperament to not dwell on. Its up to the game's design to minimize those potential grey areas while its up to the players to better curate their emotions in response to the match.

  • CrypticGirl
    CrypticGirl Member Posts: 1,489

    If that was the point they were making, telling me to stop doing my gen so that the Killer doesn't feel bad isn't going to get it across.

  • Reinami
    Reinami Member Posts: 6,634

    That's an incorrect comparison. Because the other team won because a flag wasn't called is based on the RULES of the game. In our case the developers. In the DBD example, that would be due to like, a bug happening or something. Like, if a rock spawns that survivors can get through and not the killer. If the survivors use it is it "technically" cheating? Maybe? But like, i'm not going to be mad them for using it, its there.

    Tunneling or slugging isn't some "bug" or "dangerous play that maybe is against the rules sometimes and its up to the refs to decide" Tunneling and slugging are just fundamental parts of the game.

  • Ryuhi
    Ryuhi Member Posts: 4,531

    Them asking you to misplay is not my point. My point is that such a claim can be both unrealistic and yet still founded simultaneously. They're lamenting what led to their defeat, and misdirecting it at you instead of directing it properly at the strategies employed. And even then, just disliking an aspect of the game alone isn't enough to warrant it being changed unless the benefits are universal. The moment they clash with another player's role, deeper balance considerations become necessary.

    But to the end user, they just see "thing I don't like gets ignored, other players continue to utilize it" without any of the context around things like necessity. They don't think about "is it the objectively correct play?" and instead focus on "People keep winning because they do x." That type of reductionism is what I'm talking about when trying to convey empathy for one's opponent, its about realistically rating logical and emotional responses as if you were the one thinking them.

  • Ryuhi
    Ryuhi Member Posts: 4,531

    Thats what you tell a killer when you tell them to not tunnel someone who refuses to leave during their protections, makes extremely obvious misplays right in front of the killer, or just is generally the architect of their own demise. Part of why people say improving at looping makes you less likely to get tunneled, for example, is because it makes you less likely to find yourself in a situation where the killer tunneling you out is the objectively correct move. Telling a killer they shouldn't take advantage of situations that fall into their lap is equivalent to telling a survivor to not finish gens, but without the context of said interaction, a survivor would be free to assume the killer must have malicious intent in such a decision.

  • Reinami
    Reinami Member Posts: 6,634

    But that is precisely MY point. There is no other online game i have ever played where players have this attitude at a large scale. Like sure, you play a fighting game, sometimes you run into someone who gets mad because "throws are cheap" or something. But its not a large amount of players, they are usually a small minority and get laughed at by the community. Like for example players like Low tier God if you know him in Street Fighter. He is like this, and ragequits all the time and he's just a person the community makes fun of.

    But in DBD its different, that majority of this community IS like this and you are part of the minority if you are just playing to win. There is no other community that is like this one and that is the part that perplexes me.

  • Ryuhi
    Ryuhi Member Posts: 4,531

    The reason I made the flag comment is because its a scenario that is up for interpretation. Thats the entire point of referees, live sports do not have an EAC anti cheat or server logic that forces outcomes. Your examples are so obvious they would be closer to an extra player running on the field and nobody saying anything about it, when I'm talking about more subtle things like an offsides call not going through when it could have given a first down and prevented a turnover. Thats the kind of thing that sticks with a player after a match, and since the determination is subjective rather than objective, it fosters rumination and dissatisfaction in place of satisfaction and acceptance.

  • Ryuhi
    Ryuhi Member Posts: 4,531

    And MY point is that by using LTG as a comparison for the people you're demonizing, you're not showing a desire to understand why they might feel differently than you do. I know there are plenty of spoiled players in this community, and its certainly not a role restricted mindset. I'm saying that there are many degrees of reasonability between neutral and that far of an extreme, which is kinda the point of the topic. Don't focus on the worst to reinforce your strawman, work with people who are as reasonable as you are. If you find they don't exist, re-evaluate if you are that strawman to your opponents.

  • CrypticGirl
    CrypticGirl Member Posts: 1,489

    All I have said is that tunneling is not necessary to win, and that tunneling is too strong in its current state. And I'll also say that telling Survivors to "get gud so you don't get tunneled" is also lacking empathy. Killers seem to think tunneling is fine because it's "the most efficient/optimal way to play." But let's flip the card over. Imagine that Survivors can cooperate on one generator, and the number of gens that pop would be equivalent to the number of Survivors on that one gen. Example: three Survivors on that one gen = three gens pop. That would be incredibly busted, wouldn't it? And yet for Survivors, that would be the most efficient way to play. Survivors would tell Killers, "Just get gud so they can't work on the same gen." Would Killers be okay with that? What chance would the Killer have of winning at that point? That's exactly the same kind of effect that tunneling has on Survivors. So how anyone can be okay with that is beyond me.

  • terumisan
    terumisan Member Posts: 2,232

    the problem i have is with survivor problem people can run ds,exponental/unbreakable/conviction and kindred i guess ti counter this but don't want to for some reason or another and killers compensate for the gutting of gen regression by using s tiers it doesn't help that killers in general get nerfed at launch including springtrap i think the exception is houndmaster

  • YaBoi0215
    YaBoi0215 Member Posts: 44

    I haven't turned towards the Killer role myself. I play 85-90% survivor but I still have this mentality. I want to win the game. I will do everything the game allows me to do to win the game. If I can loop a killer for 5 gens and leave then I will 100% do that. If I can get my team on multiple gens to pop them as fast as possible, I will 100% do that. And I will expect the killer to tunnel, slug, camp, hold a 3 gen, etc. to win as well. It's what you signup for when you load into a competitive online game. I never expect my opponent to not take the game serious and try to win.

    I personally think this is something the BHVR can easily fix as well. If they just added a Quick Play and a Ranked Play queues for the game than I think this sentiment would be better accepted. That how I feel in games like Overwatch or Marvel Rivals. When I load up Quick Play it's mainly to just have fun and try out new things so I'm not going all out. If I load up Ranked Play then I am picking my best character and trying my absolute hardest to win the match. BHVR adding these separate queues would allow new players and people just looking for casual fun to find it in Quick Play and then the hyper sweats, like myself, can go load up Ranked Play and try their hardest to win.

  • cogsturning
    cogsturning Member Posts: 2,268

    In regards to the forum, one thing that's really not constructive is when people come here to lament, clearly bothered by some recent events, only to have someone tell them that said role is easy and they themsleves do just fine at it with zero effort. Bonus points if they drop their inflated stats. There's nothing worse than being unhappy and having someone tell you there's no problem. Give advice, give encouragement. Don't just say "KiLlEr/SuRvIvOr iS eZ mOdE."

    In-game is a little trickier. I'm always a big advocate for empathy and compassion. The problem is, you don't know how your opponenet is feeling at any given time, and you don't know what we'll make it worse or better. Everyone is in a different headspace at any given moment, and everyone takes the game different levels of serious. Some people are prone to anger and frustration and others aren't. Some care more about the outcome, others, the journey. Almost everyone I know plays both roles, but how they feel about and react to those roles is different. I'm much more prone to anger as killer, and any outside effort to quell that anger will likely amplify it. Even a well-meaning gg will make it worse. If I knew what would make my opponents feel better about losses every time—pallet farming, goofing around, two-hooking, whatever—I would do it. But I don't know.

  • Ryuhi
    Ryuhi Member Posts: 4,531
    edited January 5

    All I have said is that tunneling is not necessary to win, and that tunneling is too strong in its current state.

    I just reposted the exact comment you barged into the topic with, immediately shifting blame toward killer players without displaying the empathy for your opponent the topic was centered around. Empathy doesn't mean giving your opponent things for free, it means understanding why they play the way they do. Making a demonization assumption right off the bat isn't the best way to achieve that.

    Just so we have a baseline, this is the Webster's exact primary definiton of empathy:

    "the action of understanding, being aware of, being sensitive to, and vicariously experiencing the feelings, thoughts, and experience of another"

    With its connection to sympathy, with its primary defintion from the same source:

    "a feeling or expression of sincere concern for someone who is experiencing something difficult or painful"

    To which I ask: Which term and/or definition does introducing any element of specifically us vs them rhetoric serve?

    And I'll also say that telling Survivors to "get gud so you don't get tunneled" is also lacking empathy.

    It actually is empathetic, because its exactly how I dealt with it over the years, and regularly see killer players discuss identifying weak links when they play. I just put two and two together and realized that sometimes the harshest truth can be the most productive when appropriately placed. You could argue it's not as sympathetic unless worded in a particularly edgeless fashion, but its certain empathetic. They want you to take the advice so that you will improve your enjoyment of the game through improvement and minimizing the scenario you dislike.

    Killers seem to think tunneling is fine because it's "the most efficient/optimal way to play." But let's flip the card over.

    More generalizations. "Killers" aren't one person any more than "Survivors" are. Instead of flipping it over, why not zoom out your perspective?

    Imagine that Survivors can cooperate on one generator, and the number of gens that pop would be equivalent to the number of Survivors on that one gen. Example: three Survivors on that one gen = three gens pop. That would be incredibly busted, wouldn't it?

    Yes, and this is known as a strawman. Its an extreme version of an argument that has not been made, designed specifically to attack for its silliness. You are arguing at someone about outlandish expectations who is instead trying to help you find common ground.

     And yet for Survivors, that would be the most efficient way to play.

    If the survivors were able to completely destroy the intended design of the game, yes, that would be both busted and the most efficient way to play. If the implication here is that I think LCD strats like tunneling are how the game should ideally be played, that would be one of the dangers of making these types of generalizations. I want LCD strats replaced with healthy alternatives, but I also recognize that there are many situations where they are the correct play. Your lack of understanding the opposing perspective makes you seem to think any time someone defends those tactics as being either possible or relative to that state in the game, they must be advocating for something as ridiculous as your strawman's impact would be on the game's foundation. That makes you look even more unreasonable to anyone who doesn't already agree with you.

    Survivors would tell Killers, "Just get gud so they can't work on the same gen." Would Killers be okay with that? What chance would the Killer have of winning at that point?

    That is both poisoning the well and misrepresenting an argument. In the scenario you gave, it would be pretty difficult to not see how being able to skip gens as a resource while simultaneously consolidating 3/5ths of the objective in such a way would destry multiple core components of the game. But for your comparison to work regarding things like tunneling, you would have to similarly ignore all of its nuances: Time per hook stage, time per rechase/down/hook/etc for 3 hook states (have to include the original chase, of course) and decide that the other survivors could accomplish nothing with that amount of time. When you are tunneled, you have one role: Waste as much of the killer's time as possible, to give your teammates a chance of punishing that decision. When you are not the one tunneled, your role changes to accomplishing as much of your objective as possible to utilize that time as efficiently as you can. That is not even remotely the same as 3/5ths of the objective being done with almost the entire map still having further gens to do. Even if you were under the assumption of that one gen popping three other gens instead of just counting as 3 gen pops, that still defeats the potential of concepts like map pressure, and FURTHER LEADS KILLERS TO FOCUS ON STRICTLY THE MOST EFFICIENT PLAY POSSIBLE DUE TO TIME'S VALUE TO THESE ELEMENTS IN THE CORE GAME LOOP. In other words, even if your comparison, the result is still the same: Don't assume your enemy is just out to get you just because they aren't actively self sabotaging in your face.

    That's exactly the same kind of effect that tunneling has on Survivors. So how anyone can be okay with that is beyond me.

    The fact you think thats exactly the same is why it remains beyond you. Thats the danger of things like conflating arguments and embracing us vs them mentalities.

  • cogsturning
    cogsturning Member Posts: 2,268

    There is no other game i have ever played where i am supposed to "think about how my opponent emotionally feels about how i'm playing and adjust my playstyle to be 'nicer'"

    This conversation is constant because the emotional response to this game is higher. Other pvps, like shooters and fighting games, have more balanced opponents. Skill levels might be different, but the goals and abilities are roughly the same. If a decent killer or good survivor team is pitted against a lacking opponent, they automatically control the feel of the match, and can potentially hold the game hostage to make the other miserable. I never experienced anything remotely like this when I was playing shooters, nor did I see in-game actions that show how unhappy someone is, like pallet slamming and AFKing under hook. I don't even remember DCing being a thing in those games. I've also never seen in-game BMing anything like this one. If you get tbagged in CoD it's over pretty fast. You can get humped for four minutes in this game, and then get graphically murdered afterwards. Which brings up the narrative difference. A psychopath torturing and murdering innocent people feels different than two people in a war shooting each other. It's really not comparable to the average pvp.

  • Reinami
    Reinami Member Posts: 6,634

    But that is precisely the point i have been making. You say that tunneling is not "necessary to win" i agree with that. You also state that "tunneling is too strong"

    Ok then, fine, its took strong, and should be nerfed or changed and its clear the devs are doing that.

    Now answer to me. If my goal is to win the game, why would i not tunnel every single time? If it is strategically the best strategy for me to use to optimize my chances of winning the game why would i not do it? Now you claim its because "i should have empathy" but that is EXACTLY MY POINT. Why is it that the DBD community and the game in general for some reason is the only multiplayer game where the majority of the player base thinks that you should intentionally not use the best strategy to win the game because its "not nice" or "mean" No other game is like that. There are sometimes people who think that yes, but they are the small minority. But in DBD for some reason everyone loses all sense and decides that we suddenly need to "think of the children" and "be nice" when playing.

    My question is. Why?

  • Reinami
    Reinami Member Posts: 6,634
    edited January 5

    Thats my point though WHY!? What makes DBD so special that someone can't sit for 4 minutes on the ground so they can die?

    • How is that compared to say a game like Rust you spend hours upon hours doing stuff, and then get offline raided by a clan.
    • Or a game like DotA where your teammate is feeding their carry and you are stuck in a completely unwinnable game for the next hour because something your teammate did?
    • Or a game like Arc Raiders where someone tricks you into thinking they are friendly and then shoots you in the back?

    Why does THIS community have such an emotional response to an opponent in a video game that spending a couple of minutes dealing with something unfun is like the end of the world to them.

    You say its because they are more balanced, but like. Are they? Have you seen the win rate for the top heroes in DotA they can often have far higher win rates than a killer in DBD?

  • Ryuhi
    Ryuhi Member Posts: 4,531
    edited January 5

    This is why empathy for your opponent matters, kneejerk kneecappings always lead to doubling down on the next thing, which is often even worse.

    I only wish people responded better to the advice and encouragement they get, instead of seeking validation in their misery and finding reasons to dislike core aspects of the game. This often unfortunately leads to lumping good advice with being unsportsmanlike due to getting in one's own way, so to speak.

    That said, well put, and that self reflectiont is a particularly important thing to understand about oneself: Being quick to anger or frustration for instance is perfectly fine to see in ourselves, and identifying those types of impulse reactions is the most important step to improving about how they affect your mindset. Not being willing to admit when one is contributing to a problem actively prevents them from being able to be part of a solution, and that goes double for internalization.

    We all play differently, with different levels of intensity, and even conflicting objectives. We don't know what our opponent is expecting, so the default out of the gate action for many is to maximize the start of the game under the assumption that if their opponent does, it would generally be too late to recover. You can recognize those types of mindsets without even agreeing with them, so long as you keep your view of the game overall less focused on your personal experiences invalidating those of others.

  • CrypticGirl
    CrypticGirl Member Posts: 1,489

    I think cogsturning gave a pretty good answer to that. I'm afraid I don't have an answer, because I haven't played any other pvp games, so I have no idea what those other games are like.

    Ok then, fine, its took strong, and should be nerfed or changed and its clear the devs are doing that.

    Are they really? They've scrapped the past two tunnel/slug reduction systems, with no indication that they're going to try again, so it's not really that clear.

  • random1543
    random1543 Member Posts: 329

    All them games you described do not have a power dynamic in the roles like dbd has.

    The killer role in dbd there is never a situation where you literally cannot do anything, not talking about "oh I cant catch these survivors" I mean things like hooked survivors cannot do anything but wave there arms outside of perks, slugging survivors cannot do anything expect crawl around on the ground outside of perks.

    the killer can never be put in a spot where they literally cannot do anything so comparing it to games like you mentioned make no sense as both sides can do what you describe for other games.

    oh you got raided offline in rust. you can raid someone as well.

    someone backstabbed you in Arc. you can backstab someone as well.

    Survivors cannot slug the killer for 4 mins (nor should they be able too)

    all them games also have comms which is lacking in dbd.

  • Ryuhi
    Ryuhi Member Posts: 4,531
    edited January 5

    The killer role in dbd there is never a situation where you literally cannot do anything, not talking about "oh I cant catch these survivors" I mean things like hooked survivors cannot do anything but wave there arms outside of perks, slugging survivors cannot do anything expect crawl around on the ground outside of perks.

    Thats selectively reductionist. If the killer is always able to do something because of such a wide net, why wouldn't it also apply to survivors crawling on the ground? They have arguably more potential to reset and regroup than, say, a trapper standing in the exit gates while the survivors refuse to leave. You can't speak in absolutes like that when actual checkmate scenarios exist, and similarly you can't call a downed survivor to a checkmate until all other potential options (other teammates, perks that CAN do something in that situation, hatch, etc) have been expended. You have to accept both or neither as agency, as you need some degree of consistency in comparing two differently structured roles.

    Thats why people shouldn't selectively change the definition of concepts like agency to suit their arguments. The most consistent definition I have for how the game is structured is based off of the ability to contribute toward core objectives, which to me seems pretty reasonable. Equally addresses checks and checkmates on each side, keeps considerations between concepts like "helplessness" pretty uniform. Survivor in particular is interesting because its an elimination based role, while simultaneously requiring shared agency due to its team format, which is why something as simple as "they can always press buttons to move at normal speed" would look differently between the two sides. Likewise, the abandon feature's generosity doesn't require checkmate scenarios, completely removing most of the incentive to bring the very perks that turn survivor check scenarios back into active matches. Its a lot more of a mess than simplified "you can always swat them out" nonsense, so it feels fitting to the topic.

  • random1543
    random1543 Member Posts: 329
    edited January 6

    Thats selectively reductionist. If the killer is always able to do something because of such a wide net, why wouldn't it also apply to survivors crawling on the ground? 

    That induvial survivor cannot do anything but crawl on the ground, yes they need to rely on the team that's why I mention lack of comms (which I think would resolve so many problems in solo q)

    The killers can never be put into a situation where they cannot use m1 or no situation where the killer cannot chase the survivor (not catch, physically chase). that's what I mean by the killer is never in a situation where they can do nothing. (for clarification I don't think killers should have these situations)


    you can't call a downed survivor to a checkmate until all other potential options (other teammates, perks that CAN do something in that situation, hatch, etc)

    I wont accept other teammates as agency until a comm wheel is added to the game, until then I cant communicate with them like SWF teams can. I cant communicate perks that may help (live forever, shoulder the burden) and in regards to hatch, 4 min slugging is mostly happening to avoid hatch plays.

  • Ryuhi
    Ryuhi Member Posts: 4,531
    edited January 6

    That induvial survivor cannot do anything but crawl on the ground, yes they need to rely on the team that's why I mention lack of comms (which I think would resolve so many problems in solo q)

    Yet they have teammates, and can abandon if in that position when they do not. They can bring anti-slug perks, but are incentivised not to because their teammates can be in positions where they can abandon before you even get to use them. My point is that you can't skew concepts like finality as you see fit, the details may vary but a check vs a checkmate is a very clear distinction that occurs before a match ending or even an individual elimination. You need to keep that scope consistent when comparing roles with different structures.

    The killers can never be put into a situation where they cannot use m1 or no situation where the killer cannot chase the survivor (not catch, physically chase). that's what I mean by the killer is never in a situation where they can do nothing.

    Those are not the Killer's objectives, though. They are simply ways of working towards them, which have different perspectives due to the afforementioned design differences. If a survivor has zero agency but a killer has full, does that mean the killer has won the game? Or does it simply put the survivor into a position where the killer controls their agency? Thats a very important distinction when comparing a 1v4 setup.

    To restructure your statement, a killer absolutely can be put into a situation where they cannot down and pick up any survivor. A survivor can get downed and have hatch spawn directly under them while the killer wipes their blade, but a killer cannot have the exit gates randomly get blocked because a survivor got hit in the exit. Thats why I emphasize the use of check vs checkmate scenarios when discussing topics like this, it helps to remove the personal biases that come with trying to separate the roles by their differences instead of focusing on their commonalities.

    I wont accept other teammates as agency until a comm wheel is added to the game, until then I cant communicate with them like SWF teams can. I cant communicate perks that may help (live forever, shoulder the burden) and in regards to hatch, 4 min slugging is mostly happening to avoid hatch plays.

    Have you never played a team sport?

    I wont accept other teammates as agency is a surefire way to have your team not get any wins in a season, regardless of the reason. Hell its a pretty good way to get benched. If you refuse to play a team based role within a, well, team based role, you would probably get more enjoyment from sticking to killer. The foundation of shared agency is about maximizing your own personal chances, minimizing how much your teammates bring you down, and maximizing any opportunities they provide you. That applies to everything from baseball and hockey down to teams in mobas and fps. Communication can be often extremely minimal in those sports, and casually in stuff like pickup games even coordination might be non-existent. Thats why you learn to improve on the individual level, and specifically how to adapt to the unknowns around you.

  • CrypticGirl
    CrypticGirl Member Posts: 1,489

    I had put up a suggestion for a "chase mode" or "1v1" mode, but no one responded to it. So I guess no one liked the idea…