http://dbd.game/killswitch
A general lack of sympathy from ignorance
Comments
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But being good enough to counter tunneling isn't going to make it any more fun to go against. I've been in four out of five tunneling scenarios: One, I've been tunneled and died quickly because of it. Two, I've been tunneled, but ran the Killer long enough for the teammates to finish the gens and leave out the gate as I die. Three, I've had teammates tunneled and die quickly, and we're too busy saving them in order to do the gens. Four, the tunneled teammate is able to loop the Killer long enough for the rest of us to rush the gens and escape. The only scenario I haven't been in is the one doing the tunneling. But what do the first four scenarios have in common? None of them are fun!
More generalizations. "Killers" aren't one person any more than "Survivors" are. Instead of flipping it over, why not zoom out your perspective?
Pointing this out every time is just as pointless as pointing out that anti-camp is actually anti-FACEcamp. We KNOW that all Killers are not the same, all Survivors are not the same, so I'm sorry I can't specify that in every single comment I make.
But in this case, I believe the generalization is accurate because jesterkind is the ONLY Killer player I've seen state and explain why tunneling is unhealthy for the game as a whole. Yes, they may have played Survivor as well, but they've stated that they are primarily a Killer player.
But for your comparison to work regarding things like tunneling, you would have to similarly ignore all of its nuances:
All those nuances mean little, because the tunneled Survivor still dies too quickly, leading to the quick death of the whole team. In fact, there's an active topic about that...
https://forums.bhvr.com/dead-by-daylight/discussion/462216/killers-win-if-they-kill-1-survivor-early#latest
While that thread isn't specifically about tunneling, it is a major factor in why Killers tunnel. (Do I also need to point out that I'm aware that it isn't the ONLY reason?)
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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.a team which I cant communicate with which every other team game that exists allows for some sort of comms with the team. my point in pointing it out is that is why you cant compare dbd to other games. because the killer is the power role.
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 simply put the survivor into a position where they control their agency? Thats a very important distinction when comparing a 1v4 setup.That's my point with agency, the killer can work towards there objective in different ways. Someone that is on the hook cannot work towards there objective they can only swing there arms around on hook, they don't even have the agency to communicate with there team.
Edit: my original reply was to a comment trying to compare dbd to non 1v4 games and "why is dbd not like these communities" its the agency between roles.Have you never played a team sport?I've never played one where the team cant communicate with someone else on the team and strategize with them.
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.Cutting off the part where I say "without comms" I'm not saying I wont accept it just not without comms. "regardless of the reason" no the reason is a big issue.
That applies to everything from baseball and hockey down to teams in mobas and fps. Communication can be often extremely minimal in those sports,I don't agree with that statement at all the baseball and hockey players can communicate with each other what you think training is, even in fps if they don't have mic they have ping system.
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Thing is in Rust, some servers does not allow offline-raiding, so that point is only semi-valid.
As for DotA/League and those kinds of games, if it is truly lost, you have a surrender vote option, if your team agrees. That way you don't have to sit through an hour-long game if you know your odds are highly stacked against you.
While I have never played Arc Raiders myself, I don't see this problem being any different from a game like Rust. The general idea is to trust no one, unless you know their intentions.
What this translates to in DBD terms would be something different.
Let's say for the Rust-dilemma, that you have a custom lobby with a game-rule in place, where if you try to tunnel someone out, you would be automatically disconnected, and locked out of the killer role until the lobby leader gives you permission again.
For the DotA/League dilemma, this could easily be implemented into DBD with a surrender vote function (would count as a loss) instead of surrender = DC (with penalties).
And as for the Arc Raiders dilemma, just assume that the opposite side will play in a default manner, unless you take the initiative yourself to just goof off or doing something unexpected.
And lastly, would YOU enjoy being bled out by the killer while they are BM'ing you for 4 minutes? If no, then you'd understand how other players feel about it as well, and why YOU shouldn't do it as a killer.
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But being good enough to counter tunneling isn't going to make it any more fun to go against.Then you can't find enjoyment from improvement, nor better outcomes, nor punishing people for relying on such strategies as a crutch. I'm going to have to assume you've never had to adapt to an aspect of a game you dislike, because being able to turn frustraton into delayed gratification and enjoyment is pretty common when experiencing those types of improvements. Or you could just compound your frustration and demand the devs cater to your lack of enjoyment and make others enjoy the game even less in the process. This is why I keep trying to emphasize to you that it is empathetic advice, regardless of whether you're willing to accept it.
The only scenario I haven't been in is the one doing the tunneling. But what do the first four scenarios have in common?None of them are fun!So you've never been in a situation where tunneling was the right call? How can you be as dismissive when you haven't even worn your opponent's shoes? I do not believe that tunneling is always the necessary play to compete in the game, but I don't have the hubris to claim a stance as absolute as yours without even experiencing it.
I have been tunneled. I have been tunneled many times, by many killers. Some better than me, some not. But the biggest growth I learned in how to tunnel it came from trying it myself, from seeing how people misdirect, their routing, their pathing, how they used tools mid chase to buy distance or time, etc. If you refuse to improve, and you refuse to put yourself in your enemy's shoes, what do you hope to achieve with your complaints? It feels like you want to demand empathy while refusing to show an ounce yourself, and I'm saying that in the hopes you might change that outlook. You will only keep burning yourself out and hating the game more and more over time, even if you get your way about things.
Pointing this out every time is just as pointless as pointing out that anti-camp is actually anti-FACEcamp. We KNOW that all Killers are not the same, all Survivors are not the same, so I'm sorry I can't specify that in every single comment I make.Then why did you barge into the topic blaming killers right off the bat? The topic is supposed to be about a bipartisan concept, considering the perspective of your opponent, yet all I see are complaints that your opponents refuse to do so while refusing to be the better person. I'll stop pointing it out when you stop doing it, especially when I have not made the claims you are arguing at me.
But in this case, I believe the generalization is accurate because jesterkind is the ONLY Killer player I've seen state and explain why tunneling is unhealthy for the game as a whole. Yes, they may have played Survivor as well, but they've stated that they areprimarilya Killer player.I've discussed it multiple times, and even proposed solutions to it on many occasions. I apologize I don't lead every post with a resume of every stance I've ever had in DBD (as most people don't do this) so maybe it would be more effective to go off of what individuals say, rather than what you project onto entire role (one which I, ironically, rarely play.) Empathy helps with not making those generalizations. You can agree and disagree with people regardless of what role they main, the important thing is to address their points (whether for or against) independent of any such affiliations, and take their experiences into consideration.
All those nuances mean little, because the tunneled Survivor still dies too quickly, leading to the quick death of the whole team. In fact, there's an active topic about that...There's also countless experiences of survivors, many of which are even on sites like youtube and twitch, not only escaping being tunneled but turning it into a game losing move for the killer. The way this is worded tells me you care more about being validated than you do understanding your opponent, which makes me question why you would keep posting in a topic about the latter.
I honestly don't know what you hope to gain from this conversation.
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I haven't played those games nor am I involved in any other game community so idk what goes on there, but am I mistaken in understanding those are the kinds of games I mentioned, where the base roles are on fairly equal footing with fairly equal objectives? Like not just power-wise, but narrative-wise? Also, Arc Raiders is like two months old. That's not an equivalent comparsion to DbD's near decade of player baggage.You seem to want a simple answer to a psychological effect that's probably very layered. I'd imagine it partially has something to do with what personality types are drawn to this game, and even more so which ones choose to speak about it. Lots of people play it. Only some feel personally slighted and complain on the internet. We talk a lot about loud minorities here but that's what we all are simply by taking a game seriously enough to even care to discuss this.
I think one part of it is what you perceive your opponent is getting out of it. I've come across and spoken to people who genuinely want to make people suffer and feel awful and use the games mechanics to do that. They feel as though thier punishing them and they enjoy doing it. Just knowing that someone whose slugging you over and over for what appears to be kicks is going to heighten your own emotional response.
What makes DBD so special that someone can't sit for 4 minutes on the ground so they can die?
I mentioned being humped, not the lengthy time spent doing nothing. I'm just going to assume you're not defending the former option.
It's partially agency, partially respect. As someone who doesn't use the abandon, I'm still getting left on the ground a lot as survivor while the killer closes the hatch and break pallets. They don't care that I'm a real person and not a bot, they just care about getting a few more bloodpoints, at the expense of being decent to your opponent. This outward lack of respect is part of this game's toxicity. I don't linger at the exit gates until the timer is done and make the killler wait, and I don't leave people on the ground a second longer than needed to wrap up the match, but people do it constantly and that builds up the anger. Look how often people complain about tbagging at the gates. These things actually make this community hate each other.
The other half is the agency. There's no retaliation or comeback. I'm very much for anti-slug. I don't think slugging for the 4k should be a thing. However it comes about, cool, but players shouldn't have to taste the ground for however long thier opponent decides simply because they chose to.
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So you've never been in a situation where tunneling was the right call?
Even when tunneling was the right call, I still wouldn't do it. If I lose as a result, fine. I prefer to play with honor and lose than sweat my arse off and win.
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a team which I cant communicate with which every other team game that exists allows for some sort of comms with the team. my point in pointing it out is that is why you cant compare dbd to other games. because the killer is the power role.So you mean to say you have a telepathic link with all players on the field in a baseball game? Maybe everyone is always on a party line with bluetooth headsets at a pickup baseketball game? Communication is not a 100% constant in shared agency as a concept, its even the entire point of players like quarterbacks being the "head" of the team that calls shots and coordinates with the coach. Despite what you might see in movies, your average tackle or guard doesn't exactly give his teammates orders in huddles. Some sports you can go for very long periods of time without any communication at all. Even with SWFs in discord, not everyone might have a mic or be able to talk. The game is designed to be more friendly to a lack of communication than possibly ever before in its life, yet most people don't even understand how to get additional info from the HUD update.
That's my point with agency, the killer can work towards there objective in different ways. Someone that is on the hook cannot work towards there objective they can only swing there arms around on hook, they don't even have the agency to communicate with there team.How does a killer work toward their objective when 4 survivors are standing in the exit gate, positioned so that falling out will land them outside the threshold, vs a trapper. This is exactly what I mean and about pick and choosing things to suit your narrative rather than actually considering the consequences of your implications. I've brought this up in countless topics, but checkmate scenarios for the killer accomplish literally no meaningful gameplay, but apparently they are different from ones where the survivor still has multiple mechanics (both loadout based and basekit, depending on situation) to restore a game's life well before people claim its over. You can't have both, regardless of the design issues with the abandon mechanic around the quagmire. You can't measure one thing in inches and the other in yards then go solely off the raw numbers, consistency in reasoning matters regardless of role.
Cutting off the part where I say "without comms" I'm not saying I wont accept it just not without comms. "regardless of the reason" no the reason is a big issue.I already went over the comms part separately. My point was that shared agency is something that goes hand and hand with cooperation, regardless of any other factors (including communication.) If you've ever heard the ethical dilemma about two prisoners with a squealer getting rewarded but only if they don't both squeal, they have shared agency in that scenario without the ability to communicate. I stopped where I did because you're trying to run when you don't seem to understand how to walk with the concept.
Edit: my original reply was to a comment trying to compare dbd to non 1v4 games and "why is dbd not like these communities" its the agency between roles.Yes, and thats something I generally agree with, but not with your framing or your reasoning. DBD is extremely different, and most games like it bite the dust fairly quickly, so its main points of comparison are going to be in spite of its structure more than because of it. Nuances are crucial, but If you limit all examples to only games set up exactly the same, all you have is a graveyard to work with.
I've never played one where the team cant communicate with someone else on the team and strategize with them.I've played many. Hell, RTS used to go so fast that you wouldn't even have time to type in the depth of skirmishes before voice communication became more of a thing. The most foundational aspect of shared agency is learning how to work without being able to rely on your teammates, which is why I'll never understand this focus on communication being the sole-and-absolutely-only thing holding people back.
I don't agree with that statement at all the baseball and hockey players can communicate with each other what you think training is, even in fps if they don't have mic they have ping system.Training is not the same as adaptation on the fly, or any type of mid match coordination at all. You could similarly argue you have the entire lobby to communicate, you can use other channels like Discord or party chat on consoles, your only fuel in this argument is around randos and the game not providing built in answers to your very specific complaint. My position is that the lack thereof is far less of a detriment than you seem to think, which is most likely caused by it not being an area you try to improve in. I do this specifically to try to help you with that realization, that you might be bothered by a lack of communication less if you learned how to improve in offsetting the negatives of that environment.
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Thats neat. More power to you. But its not going to help you understand how to effectively counter it, which leads me back to what you're trying to accomplish. If you are just trying to spread good vibes, great, we could all use more of that! But if you want to reduce the impact an unfun situation has when you find yourself in it, self destructive levels of moral superiority is not going to do you any favors. In a genre like fighting games, refusing to engage in basic concepts like zoning or neutral because of moral objections means accepting you will never improve as a player, and is a mindset that is actively looked down on in almost every genre, like @Reinami has been arguing. Pretty sure TLC even wrote a song about it a few decades ago.
My point isn't to argue. I stick with these discussions because I do honestly intend to expand people's mindsets to their opponents, regardless of how any of us personally feel about them. If you don't want to learn from it, I have to reiterate, what do you hope to gain?
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Mainly? Understanding. You say you play Survivor, you say you've been tunneled and learned how to counter it, so it sounds like you should understand. I'm just having trouble seeing that in your responses.
I've play thousands of matches since I first started, I've got about 3300 hours overall. If that hasn't helped me improve, then what will?
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Not only do I understand, its like I'm talking to my 2017 self. I took my own advice and lament these scenarios significantly less than I did in the past. Do they still suck? Sure! but they're both far less frequent and far less impactful when they do happen, because killers tend to recognize I'm not an easy target and look for someone who is to maximize their efficiency in adjusting the game's time scale. If you want understanding, argue less and discuss more.
If that hasn't helped me improve, then what will?I've given this advice multiple times, but identifying shortcomings and frustrations and working on improving at them. I'm pretty sure I remember you posted a gameplay video of a chase not too long ago (correct me if I'm wrong, can't remember the thread to verify,) which I went through in regards to going against a Wesker. You had a lot of foundational ideas that were consistent with the understanding of a 2k+ player, but not the confidence nor execution of that level of experience. And that in itself is fine, especially when I spent my first few years pretty much solely gen jockeying and over-relying on stealth. But 200 hours of direct growth is worth more than 5000 hours of stagnation, so its important to identify things like bad habits, mindsets, and muscle memory and adapt them if they get in the way.
If you want understanding, play your opponent. Be willing to do the things you hate that they do to you, even if you have to stop at the last second and just let the survivor go afterward if you conscience demands it. Watch killer main content creators, look past the myriad of opinions you disagree with and focus on their reasoning and logic in their moves. Many of them are actually quite good at explaining that type of thing if you are genuinely willing to hear them out. If you know any particularly skilled players, you can even request they coach you on aspects you struggle with. Experience is not the same as skill, or even understanding the game itself, it just facilitates those types of improvement. Its not a passive experience, and its not something you gain by forcing arguments.
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I'm firm in my belief that soloq comms would fix so many issues in soloq so I'm just gonna agree to disagree because I don't see us coming to agreement good lad. 🤝
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do you think your morals are getting in the way of your improvement? For example, you said even if you were in a position where tunneling was the right call, you still wouldnt do it and your ok with the loss. Does this apply to survivor too? I have offered advice on how to counter tunneling. Some might call it dishonourable to do what i do but it does help me counter the common issues people seem to have, it does help me win and does help me have fun in my matches.
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That depends on what Survivor actions you would consider honorable from a Killer perspective. Do you even think there are any?
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I was convinced the crazy amount of information the HUD update provides would fix solo q because I was under the assumption players would at least attempt to learn additional information through applying deductive reasoning and gleaning contextual information from it. Then I remembered people don't even bother with kindred but demand it basekit.
We constantly get taught how to fish, but just demand we're given more fish instead.
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I dont consider my actions dishonourable. Brutally harsh and cold maybe but not dishonourable. Actions like playing stealth (i mean stealth not rat), playing selfishly and thinking of my escape above all others. These actions are part of the game as far as im concerned. When im killer i have seen some survivors like me and i dont consider them dishonourable for walking out the gate when im securing an end game kill i think "smart move".
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I mean they'll end up with you tunneled less, but you're not helping your chances of winning by going that far. Hook states and even just killer attention are a shared resource between the whole survivor team, and extensive avoidance is purposely designed to be inefficient for that reason. The only real dishonor is toward your teammates, who probably don't appreciate all being on death hook 6 hooks into a match. Its basically playing for a draw from the start, and hoping you stumble into a win.
Edit: Stealth in itself is a perfectly valid strategy, but its very easy to overdo to the detriment of your team. Time and place, don't let it prevent you from stepping up when you need to, etc.
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Thats not true though. You get offlined in Rust by a 10 person clan, you aren't ever going to deal with that, you are just going to be reset until wipe day. You get backstabbed in arc, you are just dead, there's no coming back from that.
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Those would be custom servers in rust, which DBD has custom matches. If you want to go by that logic. In the default gameplay experience (I.E. official servers) you can get offlined.
DotA does not have a surrender option at all. it is not possible, you MUST stick it out the entire match.-1 -
If the team was scored as a team yes i would agree. And to some degree hooks are a resource… a resource i often use. But its the hook states of the other survivors i use to buy me time to do gens so i can walk out the gate and win. This way of playing has helped my chances of escaped, it has significantly boosted my escape rate.
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That wasn't what I asked. I asked what you would find honorable, not dishonorable.
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And if a single other survivor uses your mentality, your chances of escape plummet significantly, especially if you continue in kind. I have a lot of problems with how the game rates wins and losses (especially on the survivor side) but being a leech is actively hindering your team with your portion of shared agency. You basically give up any and all rights to blame your teammates for anything if you're actively weighing them down.
As for your escapes, gates or hatch? If gates, powered by gens or hatch closing? Because the only way that would boost escape rates would be if you are very poor in chase, which is something you can improve in order to get a better win rate without mooching off of the work of your teammates. No matter how you slice it, anything more than situational stealth is your teammates carrying you more than you earning your victories, which actually says a lot about the agency distribution of the role.
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i think playing by the rules to achieve a win is honourable. cheating isnt honourable and griefers/bully squads are not honourable because they dont want to win they want to annoy the other other player even at the cost of winning.
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Going by that definition, yes, I do play honorably as Survivor.
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That depends. Like everything its all situational. It just happens to be many many situations calls for stealth. i dont ALWAYS leave my team to die. i do sometimes save them when i feel its the right choice to make which would help in my escape, like if they are a good looper its worth going for the save so they can buy me even more time. If more players played like me then more gens would get done, killer wouldnt find people as easy, people wouldnt be tunneled out at 5 gens. I wish players did play like me, maybe if they did then i wouldnt think "why risk myself to unhook a awful looper that will go down in 10sec after i have been hooked trying to save them?"
How i escape is irrelevant to me, an escape is an escape. gates boost MMR and hatch keeps it neutral so next time i escape via gate it would go up again. Some things are out of my control, like if 3 team mates go next or go down instantly all together i cant do much about it but im not going to let them bring me down with them.
All that is besides the point, my point is that playing my way works for me, it makes it fun, prevents me being tunneled and i often win. Which is why to anyone that says they cant loop or cant counter being tunneled or cant escape…..i my advice is what works for me. about 3k hours in and now i can not only loop ok but i have stealth too.
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Thats not what i asked, i asked if you thought you morals prevents you from improving. if you struggled with killer you already said you wouldnt tunnel and be ok with the loss due to your moral objections regarding tunneling. As survivor do you have moral objections to stealth and selfish play which may or may not aid in your escape rates and enjoyment of the game?
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All that is besides the point, my point is that playing my way works for me, it makes it fun, prevents me being tunneled and i often win.And my point, in a topic about empathy within the community, is that you are actively transferring those negatives to your teammates, decreasing their chances of having a fair shot at winning, and doing nothing to actually engage in self growth that naturally leads to better outcomes both for yourself and your teammates. Just remember this every time you ever see a survivor post about useless teammates, because TOO MUCH stealth makes you exactly that. You are being who they are complaining about. You could be instead improving your weaknesses, but instead you want whatever shortcut you can get. The irony of using that as a counter to excessive tunneling is just bafflingly shortsighted.
I wish players did play like me, maybe if they did then i wouldnt think "why risk myself to unhook a awful looper that will go down in 10sec after i have been hooked trying to save them?"The irony is that this is the first thing survivors think when they see someone crouched in a corner doing nothing. If more people thought like you, it wouldn't go like you think.
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I don't have moral objections to stealth and selfish play when the timing for it is right. If I see a teammate hiding and doing nothing from start to finish, yeah, I would object. On the other hand, if I'm hanging on hook in endgame and the Killer is camping, I don't mind the teammates being selfish and leaving me.
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Indeed, which is why my very first post on this threat stated i have no empathy for either side. I agree my self growth benefits me not the team because it is not strictly a team game. You cant please everyone no matter how hard you try. If half the team wants to win and the other half want to mess around having fun then someone will not be happy, so i dont play to what others want or what others like, i play for me and my goal and my enjoyment.
The people that complain about useless survivors are complaining about the people that refuse to touch gens, go down in 10 seconds, fail skill checks, make mistakes like unhooking infront of a camping bubba. I actually do gens, i last longer in chase than a lot of people, i dont fail skill checks and i dont make mistakes like unhooking infront of a camping bubba, i heal team mates when the killer isnt around. Just because i dont let myself get chased doesnt mean im not doing my part.
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This is what i have been saying, my advice has been to stealth and play more selfishly….maybe not as much as me (do whatever works for you) but thats pretty much all i have been trying to say. Might help with lessening the likelihood of being tunneled and can improve escape rates like it did for me. Just careful you dont assume someone has done nothing all match lol so many people make assumptions based on 5 sec of info. i went in a locker once for couple sec because killer was coming near me carrying a survivor. after killer left the area i unhooked them, healed them and went back to my gen. end of the match i was accused of hiding in a locker all match because all that survivor saw was me leaving a locker one time. Thats the thanks i get for saving them. Or when i done 4 or even 5 gens on my own because no one else will do them, i have been accused of ratting in the corner all match…. impressive feat to do 5 gens while standing in the corner but because the killer couldnt find me they assumed.
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Admitting to having zero empathy for other players, including your teammates, while resting on your laurels as they drag you across the finish line is… certainly a flex. "If more people thought like you" then your escape rate would be in single digits. Sentiments like
i last longer in chase than a lot of peoplemean nothing if you actively avoid ever being spotted. AlsoJust because i dont let myself get chased doesnt mean im not doing my part.is an oxymoron when drawing the killer's attention away from vulernable teammates is part of "your part." Again, if its a 6 hook game and you have 0 hooks, everyone else is on death hook and your chances of being one hooked (either by being left there, or nobody being in a position to save you) go up exponentially.There is absolutely nothing wrong with avoiding the killer strategically. Making them waste time searching near a 75% complete gen, misleading them away from someone who might be getting tunneled, being on death hook and banking on the killer dumping extra effort into finding you, there are absolutely times where stealth is a very smart play. But avoidance is actively not, and the game design for everything minus the hatch is centered around interaction more than non-interaction. If you can't understand any of this, at least try to understand that you are being an active detriment to your team if you refuse to engage with the killer, especially if you "last longer in chase than a lot of people."
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No matter what i do i rely on my team mates….if i loop i rely on the team to do gens. if they dont do gens my looping is a waste of time which is often the case in soloq. if i stealth i rely on others looping well. if they dont then gens are not getting done by the time the killer gets a kill, especially if they have pain res. fact is, when 3 other people on the team dont do the objective and generally dont bother then there is a point where i have to rely on my own ability to stay alive long enough to get hatch or open gate at the end.
There is a reason i play the way i do…. soloq players do go adepts, they do totem challenges, go for blinds, meme around, go next or DC. What your describing where people share hooks, share chase time, this is SWF not soloq.
Everything about the game suggests it is not a "team". it is 1 v 1 v 1 v 1 v 1….the survivors may have a common goal they may not, they may work as a team, they may not. This is how the game is designed. Everything points to this, the hatch, the score system, mmr, BP rewards, personal challenges even perks designed around stealth and selfish play. With this in mind, it is irrelevant if my actions are a detriment to the "team" because there is no team
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No matter what i do i rely on my team mates….if i loop i rely on the team to do gens. if they dont do gens my looping is a waste of time which is often the case in soloqThats true, but so is preemptively letting your teammates down by not doing your job when its time to step up. And to reiterate, your job is more than just being a gen jockey (regardless of how important doing gens is.)
if i stealth i rely on others looping well.And if they stealth, they rely on you to loop well. See how quickly it falls apart when 50% of your team is actively avoiding the killer?
if they dont then gens are not getting done by the time the killer gets a kill, especially if they have pain res.And the only way you can directly control that is by using your superior looping skill to waste the kiler's time. You can hope that others will step up and do it for you, but you can (I assume) actively control yourself in game. Notice how there is a constant? It even improves in efficiency as your skill does, as chase on both sides is arguably the biggest form of skill expression in the game, and can be directly improved on the individual level.
fact is, when 3 other people on the team dont do the objective and generally dont bother then there is a point where i have to rely on my own ability to stay alive long enough to get hatch or open gate at the end.And your solution is to be one of those 3 right off of the bat. Because again, gluing yourself to gens can only include avoiding the killer if you avoid any and all pressure they apply on said area. Just to make sure we're on the same page, excessive stealth isn't the same thing as "not running directly into the killer," its putting avoidance above any of your objectives that may jeopardize it. Hatch is also a pity escape, and being able to open the gate after hatch is closed is extremely RNG dependent on gate positions. Its more effective to work toward actually escaping the right way than it is playing in a way that specifically hopes to be given scraps from the table.
There is a reason i play the way i do…. soloq players do go adepts, they do totem challenges, go for blinds, meme around, go next or DC. What your describing where people share hooks, share chase time, this is SWF not soloq.Thats a self fulfiling roadblock. You only expect that kind of stuff from SWF because you assume everyone in solo holds you back, yet your playstyle actively holds back everyone around you by design. If more players thought like you and whatnot.
Everything about the game suggests it is not a "team". it is 1 v 1 v 1 v 1 v 1….the survivors may have a common goal they may not, they may work as a team, they may not.That stupid quote did more damage to this game's community than release Legion. You aren't "vs" your teammates if you have the same shared goal, and it isn't mutually exclusive to their own completion. The gate doesn't have 3 exits and one person is forced to stay behind. The closest you have to any vs between survivors is ironically regarding rats waiting out the hatch spawn vs each other. You are on a team with your teammates.
This is how the game is designed. the hatch, the score system, mmr, BP rewards, personal challenges even perks designed around stealth and selfish play.Lets do a rundown real quick. A pity mechanic designed to prevent players from giving up when they've already lost, A score system that has limits on categories to force diversification in how you play (including 1/4th minimum of the total being dedicated to interacting with the killer, and another 1/4th being dedicated to helping teammates) an extremely badly implimented MMR that nobody has been happy with pretty much since its introduction, "BP rewards"(?) which I'm assuming is referring to rank rewards(?) which are determined by emblems and not escapes (many pips requiring, again, well rounded play including both interacting with the killer and literal altruism) personal challenges which have pretty much always just been directions to sandbag yourself selectively since their inception, and rat perks being in the game.
With this in mind, it is irrelevant if my actions are a detriment to the "team" because there is no teamThen I hope you get out of every match exactly what you put into them in your future, my friend. May you live forever.
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You take the words of randoms far too seriously. Maybe it’s a gift but I care nothing what random people on the internet say to me. Unless you’re my family or IRL friends you’re just text. It’s that simple. Stop acting like you’ll meet any of these people IRL. Chances are you won’t and you never will.
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What you're describing sounds like the wade pool for the new players and such. If you're finding these players constantly, then you may be right that getting out of low mmr is difficult in solo'Q.
I'd be willing to run some games with ya! Not because I think you need it, I just always like playing with someone new to me! Im PST but have mastered the 200+ ping DH, so I'd be fine with any ping issues. Lemme know!
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This is true, and many don't want advice. Sometimes people just want to complain or commiserate. I do get pretty tired of the forum being spammed by people who just got hard tunneled by a Blight at 5 gens or dunked on by a comp 4man. I think this is just a weird place for that but the forum is rather loose on rules. If you have something worthwhile to say about the mechanics, or even a well thought out emotional take, then cool. But there are always these people (like some of our recent bans) who have a bad match or two then immediately come to the forum to blow off steam with zero-thoughts posts that belong more on a personal blog. It would be nice if people could reflect a bit more instead of knee-jerking. When you get hot, take a moment to cool before screaming into the internet void.For example, I had what might have been my worst session as killer last night, and a casual couple hours turned into an eight-hour manic episode on a work night with the sun coming up making me finally stop. That, and a 25-minute match that became essentially a 1v1 against probably the best survivor I've ever played against. But I didn't run to the forum to rage against perks or opponenents. I knew the whole time I wasn't in my right mind and they I also had no valid complaints, just a whole lot of unfiltered anger.
And to the other point, about everyone coming into a match with a different mindset, by the end of these matches, I was not acting like me. I wasn't letting anyone get the hatch, I wasn't swerving on recent unhooks, I wasn't being considerate of anyone's feelings. I played overly aggressive and I'm sure I made some people have a bad time. So even when someone is being nasty, it's not necessarily how they always are. They might just be having a bad run and are low on empathy. When people are treating me in what feels like a crappy way, I try to keep that in mind as well. The only thing I won't really excuse is unwarranted BMing.
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Unfortunately a lot of it comes down to ego. One of the biggest aspects of the scrub mentality is a desire to shift blame away from oneself, which is why "I lost because of X! Ban it so I lose less!" is such a popular direction these posts tend to take, especially when seeking vindication more than improvement. Improvement requires taking personal responsibility, and that seems to get disincentivized more with every year.
As for the end, thats an unfortunate aspect of Tilt. Everything tends to get less about logic and reason, more about emotion and impulse. Its the essence of when to take a break, because even aside from all of that, it tends to make people play worse (especially in terms of things like patience and strategy) so its generally just best to take a step back whenever feeling it coming on. I can't count how many loss spirals it took me to take that one to heart, especially in games that really scratch that "just one more game before bed" itch.
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if people stealth it doesnt mean its my job to loop the killer. its either or….i can stealth and do gens thats why i do what i do. i cant do gens if im looping.
you say im one of those 3 not doing the objective when im doing gens lol the objective is do gens and escape it is not loop the killer. How the gens are done can differ and looping can help but it is not the objective.
i dont assume other players hold me back, i know they do from experience. you cant expect SWF standards to apply when solo does not have SWF things such as comms.
IF we have the same shared common goal…. whos to say we do in solo? if i have a hatch challenge then we do not have a shared common goal, the hatch is my goal. Therefore we are not on the same page and not a team. we share the same role (survivor) and we can work together if we choose to. But we can also work alone to achieve whatever personal goal we have. it is not just the 1 v 1 v 1 v 1 v1 quote that states this, the description on steam also states players can work as a team or play selfishly.
If the hatch mechanic is only designed for when players have lost then why does it spawn after 3 have left via the gate after doing gens? and why is it still in the game when we can abandon when we are last survivor remaining? Regardless of how you feel about the poor mmr system or bad design of the rewards system it is still a fact these things grade people as individuals not a team. Even playing the way i do i still get to iri 1 rank in the first few nights of playing the game so whatever im doing seems to work on multiple levels, reduce tunneling, increase escapes, increase fun, increase grade emblems. When or IF they change it so we are scored as a team and when 3 man out while i die on hook means the team wins then yes it will be a team, untill no its not. You might not like it and you might wish it was something else but like it or not this is the reality of the game as it is now.
i share the steam game description which i have done previously:
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You can share it all you want. Its just proof you fundamentally don't understand half the game's design, and cling to an edgy description about how you can leave people behind in the exit gate as justification to being actively opposed to them. Cheers.
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some are new players, some have over 10k hours, its a weird mix but even the experienced players throw matches when they get a map they dont like or a killer they dont like (ghoul) or if they want to go for blind and finds the killer has lightborn they just straight up DC. MMR is clearly broken because there should be no way people get brand new players 1 match then a pro comp player the next but thats soloq, or thats my experience in soloq anyway. I have had 3 man SWF teams matched with with me and 10 seconds in to the match they DC.
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it sounds more like you are ignoring every single thing that suggests the game is not strictly a team game because it doesnt fit your belief of what the game should be. Its a choice. i have said i dont always leave them die, just quite often i do. i have saved people, looped, healed people. We all have a choice on how to play the game, work as a team or not… not working as a team when the team works for me. if working working a team works for you then great, we all play out own way and do what works for us.
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it sounds more like you are ignoring every single thing that suggests the game is not strictly a team game because it doesnt fit your belief of what the game should be.You're free to think that, but I'm pretty sure thats not how pvp game design (or the concept of teams in general) works. At this point I honestly don't care what you think about my position, and you're welcome to not tag me if you want to ramble self justifications. If you understood how much your mindset contributes to the sheer entitlement in this community, you might understand why its tiring to continue trying to explain these things to you.
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i wont tag because you seem to not like it but i will say…. pvp means player v player. you are thinking of a co-op game where players work together and win together. That is not dbd.
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PVP means two or more players have objectives that are at odds with one another. Teams within PVP games are not at odds with each other, unless explicitly stated, often due to a lack of rewards (everyone gets one key for victory, but there aren't enough chests type of scenarios as an example.) If the game were actually 1v1v1v1v1, it would be a pvp free for all mode, a battle royale, whatever flavor you prefer. It would not one where almost everything revolves around assisting one another. You can't even self heal without resources. Your teammates are as much, if not more, valuable of a potential resource than anything else in the match.
The hatch was designed specifically to prevent players from hiding in lockers for literal hours trying to get the killer to give up. Hatch standoffs were the first very blatant flaw in how it defies the rest of the game's design. You get nothing specifically for screwing over your teammates outside of things like perks that were designed for the same reason as hatch: To stop people from giving up and holding the game hostage until the killer gives up. They not only had to lower the server time limit because of both killers and survivors exploiting it, but they even had to give the killer a token 10 minute no progress abandon condition. Thats how much of a problem people giving up and refusing to take the hand they're dealt has been in this game's history, and how the mentality persists even despite it all.
Edit: and to really drive the point home, sandbagging is directly against the rules of the game. That would be, essentially, the essence of purposely going "vs" your teammates.
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Not to distract from your other 'calm and collected' discussion, but I was wanting to come back to playing some rounds with you. I read a few things about how you stealth and such, and I've been unable to do this. Might be a skill issue, might be I'm just not seeing something. But I'd love to run a few with ya and see if I can grab anything to use, perhaps get better. Doesnt have to be voice or anything if that's taboo. People get up in arms over comms, regardless of the reason lol
If this isnt something you're up for, all good. Just figured I'd try to get this stealth thing.
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i play solo so i have to politely decline a match. i might have some clips scattered around somewhere, i can have a look to see what i have saved. only recently started uploading clips to youtube to save space on hard drive. The only full match i have uploaded has been v bubba to show how looping can make the killer abandon chase so if they try to tunnel then its less likely to be the strong looper tunneled out.
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Can I get a link to that bubba game? Could totally learn stuff by watching this way also!
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Oh look @runningguy, you're having the exact same argument we just had, right to the point of being told you're the teammate soloqers dread. How many people do you think you've had it with at this point? Is everyone else wrong about the nature of this game or are you?
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im not sure if im allowed to tag or not but again i will say here anyway…. pvp games are not that linear. if you are comparing other pvp games to dbd then you should take note that other games are scored as a team. Halo, COD, pretty much any team based pvp game is scored as a team…the team wins or loses based on team points. This is not dbd.
you can heal yourself with a medkit which you can bring with you or even find one in the match. The 1 thing the "team" is needed for is unhooking and recovering from slug….other than that the "team" is not needed to win.
The hatch was not only designed to prevent stand offs….this could have been done by simply skipping the hatch stage and jumping to EGC where the survivor could still escape via gates no different to when the hatch is closed by the killer. it is there to make sure no matter what there is always a way to win for the individual playing, not for everyone, for 1 person. The point that it was introduced to stop people giving up is void based on the abandon option which allows people to give up and end the match instantly…2 different mechanics for 2 opposite things makes no sense. "dont give up, we know you lost but you can get the hatch" and "we know you lost, Your the last man standing so dont bother with the hatch, abandon instead". The only way it makes sense to have both mechanics is if the hatch is designed to let 1 person escape which encourages selfish play.
i never said anything about sandbagging or anything to directly interfere with other players. i do the objective and choose at the time if its worth saving the others or not. it is not against the rules to leave others on the hook while i do gens. everything i do is in accordance with the rules of the game. If you want to play as a team player and all work together thats great but you cant expect everyone to play the way you want them to play just because you believe the game is something else. We all have a choice in how we play, as long as we are playing by the rules of the game there is nothing wrong with playing differently to others.
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You and others might dread players like me but to the topic of the discussion….i have no empathy for either side including the random people i am matched with. The thing with these forums is that there are people that will agree and disagree…. thats normal. i expect there are others that agree with me and disagree with me. But facts remain…..i do what works for me, i enjoy my matches, have fun, i win and i break no rules in doing so. You dont have to like it, you dont have to do what i do, but you do have to accept it because its not going to change
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clearly my stealth failed right at the start…primary mode failing i turn to secondary….loop
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