SOLO QUEUE IMPROVEMENTS

Lately I've seen there's a ton which can be improved in the SoloQ experience, such as the communication with YOUR OWN TEAM. Let's be honest:

  1. It makes no sense I can't even see MY TEAMMATES' auras during the whole game. Whenever I jump into a SoloQ match, the games feels like I am playing a 1v1 against the killer instead of a 4v1, I have no idea where my teammates are and therefore I can't heal without carrying a medic kit (which isn't infinite at all).
  2. There is NO WAY TO COMMUNICATE. It is incredible hard to play this game when I have no information about the killer's location or any other important stuff. What the hell am I suppossed to do in the middle of a chase if I have no information about which zones are unsafe and which zones are safe? Whan can I do against a stealth killer if I have no information about his current location? How can I protect my teammates without chasing them across the map, losing a ton of time, if I can't see their auras nor communicate with them?
  3. The MMR system and the RANK system is simply useless. Why do you guys even wanted to change the RANKS system? In the past it used to work way better than it does nowadays. I am in the lowest rank possible and yet I have to play a match against a killer whose skills aren't in the same level I am playing on. There's no way I am forced to play against The Ghoul using META builds when I am starting at the game and have no knowledge about perks and my teammates are in the same situation than me.

IMPROVEMENTS:

  1. Make it so I am able to see my teammates auras during the WHOLE game, it is not fair I got to use certain perks to have the information of something as simple as knowing where my teammates are.
  2. Add some kind of communication, such as pre-written messages which I can use by pressing number combinations. ("The killer is…", "The killer has…", "Do not rescue, focus on generators", "I need a heal", "Tank a hit for me", etc etc.)
  3. Remove MMR completely and bring back the old rank system, it was way more effective and didnt force you to play against 5000+ game hours people every match.
  4. Force killers to play as survivor every 3 matches, and so the same mechanic forces survivor to play as killer every 4 matches. This will help killers to be more conscient about how unfunny tunneling and camping actually is, and at the same time it will make the survivor mains realize going as killer is not as easy as they think

Comments

  • Philscooper
    Philscooper Member Posts: 677

    I honestly lost hope and dont care anymore since they have done more harm than good.

    Not just last year but continuesly.

    Buffing oblivious perks.

    Leaving plaything unchanged.

    Nerfing map offerings with zero compensation.

    Nerfing anti-camp speed with zero compensation.

    No perk loadout visibility or anything if that sort.

    Nope just basekit bt for 15 and anti-camp on hud

    Which we know they will reduce it to 10s once killers complain enough that they cant tunnel anymore.

  • kit_mason
    kit_mason Member Posts: 707
    1. maybe a bit too good to have it all the time but certain situations should absolutely have qol added to them to help soloq decisionmaking.
    2. no. it would just be used to find a line that can be used as an allegorical "youre the reason we're losing" and that would be the only thing that was spammed. see: league's ? ping (or worse the brief period of the hook ping)
    3. eh. both systems suck, but the grade system came with the huge issue of the game being entirely unplayable for the few days following the 13th. id prefer adjustments to the mmr system like Hens' recent suggestion of a toggleable strict matchmaking, so you can decide if you want to take the queue time hit for a better quality match yourself.
    4. and theres the game-killer. the person forced onto their off-role would just throw to get back to the role they actually want to play. game quality is already bad enough right now with burnouts causing the "go next" crisis. we don't need to be making it worse.
  • runningguy
    runningguy Member Posts: 1,410

    i think a big part of the issue is that your under the belief it is a team game…. it is not. it is 4 individual survivors, scored as individuals in regards to MMR, Bloodpoints and Rank badge. There is no team wins/team loses. Each may have individual goals such as escape via hatch, cleanse totems, stun kill, adepts. Even some perks are designed to provide benefit when other players die such as sole survivor. Having no comms just further pushes the concept that there is no team. You think someone going for adept is going to risk their escape for some random player when they can just walk out the gate? not happening.

  • ShanoaLegendaryPlz
    ShanoaLegendaryPlz Member Posts: 1,539

    Only thing i can see being fairly added is callout buttons. Like in dbd mobile you had a button you could hold for a wheel or different default messages to say, thatd pop up next to your portrait on the team hud. Such as "killer is camping" " need healing" "focus on generators" etc, the type of things youd like to tell the team but cant without coms, but without broadcasting everything thats going on.

  • runningguy
    runningguy Member Posts: 1,410

    which would still not compare to comms where people can pin point hex totem locations they see while in chase or say exactly what direction the killer is headed and towards which survivor.

  • ShanoaLegendaryPlz
    ShanoaLegendaryPlz Member Posts: 1,539
    edited January 18

    The game doesnt seem designed around coms. Voice chat is technically almost cheating as its using a 3rd party program in the background to double survivor effeciency in all parts of the game. But because its not "hacks" and giving the survivors a physical advantage they can't really stop it from being used.

    So thats why i say callout buttons would be more fair as its an in game mechanic that they put in the game, unlike coms. You make the survivors too strong they will always escape most of the time.

    And adding coms to general soloque with people you don't know is nightmare fuel. As this isnt the friendliest community and many things go wrong in every round.

  • runningguy
    runningguy Member Posts: 1,410

    Being as comms is available via SWF and is not preventable then it makes sense to balance the game around comms allowing it for all. The way i see it, if people dont want to use comms they dont have to, they could mute it or simply not use comms. But atleast if it was added to solo then it be up to the players, if they decide to mute comms giving themselves a disadvantage then thats on them similar to opting not to use perks. Denying soloq comms based on how toxic can be makes no sense due to how many games have comms.

    That being said, there is only 1 other way to look at it, SWF with comms is a team based game….soloq without comms is not a team based game. This is how i now view soloq, we are not a team, if it is a team then i should be provided a way to communicate with my team.

  • ShanoaLegendaryPlz
    ShanoaLegendaryPlz Member Posts: 1,539
    edited January 18

    Some would argue its not a team game. Think of it like those saw movies where all the random people wake up and don't know or trust eachother. They have no obligation to save eachother, they simply need eachother to progress towards the goal of escaping. Meanwhile if they alredy knew eachother as friends then of course theyd work as a team and lookout for eachother. But there is no incentive for not leaving someone to die, you dont lose points for being the only one out the gate, infact the opposite. When in soloque it is a free for all, which the survivors do rely on others to get the generatora done and the doors open, but they are not rewarded as a team in any way. There is simply an altruistic courtesy between players, that some flatout ignore.

  • runningguy
    runningguy Member Posts: 1,410

    This is the outlook i have on the game, much to the dislike of others. Regardless of what the game should or should not be balanced around, the current state appears to be SWF with comms is team based, soloq is not. Which is exactly why i play the way i do, i play selfishly, when gates are open i dont go back for people i just escape, if someone is on hook about to die and im doing the last gen they are going to die while i do the gen, if saving a good looper helps buy some time for me to do gens while the good looper gets tunneled so be it.

    This is why many people struggle with soloq, they treat it as something its not, they treat it as a team effort. I on the other hand treat it differently to others and as a result i have no problems in soloq.

  • Zanecc
    Zanecc Member Posts: 22

    this would only make sense for soloQ. It’s literally a team game if you have anyone playing with you. Treating it like a 1v1 is why survivors get creamed.

  • runningguy
    runningguy Member Posts: 1,410

    exactly, i only play soloq. if im playing SWF then we are on the same page and yes we are a team and having comms further supports that. But soloq is not a team game. Treating soloq as a team when it is not its the reason survivors get creamed. Many soloq players seem to struggle because they rely on team mates or go for saves when they could escape, they run towards the killer to loop them expecting the "team" to do gens, but what of other people have a challenge to do totems and wont do gens? it makes the looping a waste of time. I on the other hand, seem to be doing ok in soloq because i dont rely on the team as much as most, i dont often save people when i can walk out the gate, i play stealth and do gens while avoiding be chased because i cant do gens while in chase. I see soloq for what it is and i play to that quite successfully.

  • Elan
    Elan Member Posts: 1,685

    it will sound crazy, but I would just introduce ingame chat. In that way survivors will be able to communicate like they are calling and call out situations that HUD and pointing can't do and then we can start buffing those 30 killers who desperately need it.

  • terumisan
    terumisan Member Posts: 2,310

    for 1 use aftercare or bond or kindred or just get friends

    2 use alert or that dnd wall hackperk or get friends