Giving up seems to be so common now, why?
Most of the time whene playing, there are so many survivors, and even killers who just give up. From the killer side its usually met with a DC, but on the survivor side what they do is give up, or even troll their team for the rest of the game. It happens more when playing a strong killer, but even then it happens with every one. They don't rq, they don't stay till endgame chat to get angry, they just go afk and give up. It ruins the match for everyone involved even if one guy does it. It makes me very sad. What made this happen more often?
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Comments
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It started to become more frequent when MMR got introduced, and it really got worse after 6.1.0
I am not really sure as to why people give up so much.
I could understand abandoning in the end-game to skip the inevitable mori, so that you don't have to sit through one for the 200'd time. But outright DC's.. Either the players must have been on a long losing streak, and this match was the last straw, or it is something else causing it.
But the giving up, or team-trolling.. that one I can not understand either.3 -
ThIs is why I'd rather people be able to freely DC. I'd rather have a bot than a detriment.
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simply put, its because they can.
- the abandon system is a free go next, so they troll untill the whole team is down or they are last person remaining so they can abandon.
- DC penalty can be reset by playing 20 matches without DCing (easily done when people can abandon or go next)
- they nerfed map offerings, if people dont like a map they just go next.
- Also due to map offerings being nerfed they are now hidden (supposed to be hidden but not always). People used to DC in loading screen when they see a map offering they didnt like, now they dont…they DC in the match instead.
- killers also DC but its less often due to having no ability to go next like survivors can so they usually just afk or turn "friendly killer"
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If people were able to freely DC, it would literally happen every match. I almost want BHVR to trial this for like 2 weeks so all the pro-DCers can see how miserable it will be. Killers would DC any match they aren’t dominating in, and every survivor would DC the instant they get downed the first time. I can’t even begin to understand why some people here think this would be a good thing for the game.
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There was a several-day period, maybe 8 months ago, where there were no DC penalties. It was well known. I saw no uptick in DCs. "Every survivor" isn't a fair statement. I've never once DCed as survivor. It's either the sort of thing you'll do or not, regardless of penalty.
As it is now, you can just AFK under hook or run up to the killer to die, which is much worse for the match than having a bot. I'd rather have a bot that will do gens, heal, and unhook than someone who will suicide out or go rat in a corner. How are those things good for the game?
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i have to disagree with the comment of its either something you do its not….as killer i never DC because its not worth the penalty. Would i DC penalty free if i could? absolutely i would. Its not just something you do or you dont, its about opportunity.
The lack of DC penalty about 8 months ago was not that well known, might have been known on the forums but this is a small percentage of people considering the player base. Many heard about it like a rumour but was never 100% sure. I would be up for giving it a trial, maybe a month of free DC's for all, let it known in the patch notes and highlighted so EVERYONE knows and see the amount of people that DC over a month.
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Neither are good for the game. Both DCs and intentionally tanking in matches should be punished. I am not advocating for either of these things, but you are advocating for the former.
DCs should be punished with matchmaking bans like they already are (they should be even worse, IMO), and intentionally tanking in the game should be punished by giving you a big penalty to MMR so you get paired with worse and worse teammates the more you tank. This is why the MMR system so desperately needs to be changed. Incentivize people to stay in doomed matches by increasing MMR for playing well (eg survivors taking killers on long chases, killers getting more hits and hooks even if all survivors escape, etc).
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Historically disabling the penalty and it being announced has always lowered overall match quality. As for 8 months ago maybe it was well known in smaller percentages of the community but I still saw people asking "is the dc penalty disabled?" like they didn't believe it or not. But EVERY time it was publicly announced by BHVR that they were disabling the DC penalty (like when Nemesis released and his whip was crashing console players) it was just overall a worse time for the game.
Knowing this community a majority would just DC at any minor inconvenience and is especially worse if a killer does it because you queued up for a game and it just abruptly ends vs the game can still go on.4 -
Anyone advocating for harsher punishments are wrong, it will do nothing and just move the goalpost of what people complain about as you'll never be able to weed out people who are dcing or wanting to go next for whatever reason.
"Survivors are dcing make the penalty harsher"
"Survivors are just afking under the hook penalize them"
"Survivors are just sitting on a gen letting me down them punish them!"
"Survivors are not even trying in chase anymore we should punish them"
"I've tried to force the survivors to stay by slugging and they still are going next they need to be punished"
I personally prefer a bot over a team mate who is not trying.
Edit: wanted to share at least one thing I think could help reduce going next and dcing/ go next and one idea is this:
- remove killer seeing usernames at starting lobby but also remove annon mode so that players names are shown so there ######### behavior can be associated to there profile during game and after in end game chat.Post edited by random1543 on9 -
You're saying "increase MMR" as though it's a blessing. Higher MMR means harder opponenents. I'm not personally out here looking to raise my MMR beyond what I can handle as a "reward." Give people potential in-game comeback mechanics, give them BP or shard increases, but MMR increases are not a reward.
Same with MMR reduction. You want to tank people until they get to baby levels? That also means worse opponenets and easier matches. Go play on a fresh account and tell me that's a punishment. It's only a punishment for your opponents.
Also, the game trying to auto-disngtiush genuinely bad playing from intentionally bad playing would be impossible without tons of false positives. People already complain about getting penalties for being tunneled too fast. Do we just want everyone to quit the game because of more unfair punishments?
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When I play survivor, I’d rather have harder opponents if it also means better teammates, 100%. Going against bad killers is still miserable when teammates don’t know how to play or give up immediately the first time they get downed. This is all about the incentive to try to play well so you’ll be paired with better teammates in the next match.
I don’t buy the “false positives” arguments. Good survivors that can take killers on long chases will still get scored better for playing well even if they get eliminated early. That’s the whole point of the system I’m proposing. Getting tunneled out early wouldn’t be nearly as discouraging if you still get rewarded for playing well.1 -
What was it like before the DC penalty old-timer?
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People are gonna hate me for saying this, but I really think a lot of the rage quitting and tantrum stuff in dbd is at least partially caused by not having a full on ranked and unranked mode. Dbd was (and according to the devs still is I guess) a "casual fun game." It was never designed to be this knock down, drag out comp fest. And yet its become that and you can't even get away from it. At higher mmr, it's every match. And you can't fail a bunch of times and sink all the way down because there are those set caps to keep you from doing just that.
And if we had a "casual it's all about fun" mode, I'd say take the dc penalty away in that one and funnel all the rage quitters out of the "ranked serious" mode. If people are just wanting fun, they can quit over in fun casual mode. Yeah, some people would end up playing with bots. But they're doing that anyway.
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But that's not what happens. I get good killers when I play survivor and I still get bad teammates.
By what criteria is the game going to reward you for when you were tunneled out by a p100 Blight two minutes into the match? It would likely recognize that as bad playing and dock you. What if your teammates leave you on the hook and you finish the match with 5k points? Will there be extra punishment for that? I've said many times the MMR should be judged on more than just wins and losses, but automatic MMR deductions based on things that are high context would be a disaster.
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Mhhhh hot topic…
I guess a big part of the DC epidemic started when some smaller content creators on Instagram, Tiktok and so one started to advertise dcing because situation X "which was clearly their fault" was uncounterable. Younger Generations of players have a much lower tolerance to the word "failure".
Another thing which I will try to point out is the following. BHVR showed the playerbase that they will act faster on problems when to many players dc. It started with Skull Merchant and the Genkick lockdown. So many players see it as "dogma" to dc at everything they think should be removed from the game.
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Not saying that the mentality is a justified one to have, but over dbd's ten years of existence, the game's pacing has been constantly creeping to a nature of whoever gets the better start is almost guaranteed to win. Back in the day, dbd matches used to almost always flip flop between survivors having the upper hand, to killers, and then back to survivors and so on.
The game simply isn't like that anymore, and I think the players realise this. Again, I'm not saying that this is a justified mentality to have, because a match certainly can be turned around in a lot of cases, but the chaotic nature dbd used to have really isn't a thing anymore, and so a bad outlook for the match's conclusion is going to be pretty demoralising, for both survivors and killers.
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Most people quit because the current meta doesn't support their play style. Not everyone is looking to play the sweaty perk bogged monstrosity that is current dbd.
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Sometimes it's not enjoying the killer survivior go against.
Sometimes it could be phobias (clown, puking, worms, etc)
Sometimes it's just facing the same killers all the time
Sometimes it can be going to the realms they don't enjoy at allI wish we had a system to ban killers from our queues.
I mean we have 42 killers now and being able not to go against one or two killers wouldn't be a bad thing.
When I face multiple ghouls I just stop playing the game. I believe I am not the only one.1 -
Hmm, if they remove DC penalty in casual and increase it tenfold in ranked, I would definetly play ranked…
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Not saying that the mentality is a justified one to have, but over dbd's ten years of existence, the game's pacing has been constantly creeping to a nature of whoever gets the better start is almost guaranteed to win.
It's not just a mentality, it's the truth. You can say it doesn't justify all the giving up, but I believe this is the heart of it all. Not liking the Killer/perks/map/etc. are just the cherries on top.
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I'm not hating you but what would prevent people with competitive mindset from going unranked mode to dunk on casual people?
That wouldn't work without a working strict matchmaking system like in league of legends.
I never played much ranked there, stayed bronze from the dew time I bother, but since my base skill increased I still got matched against gold.
And when I played with a grandmaster/challenger friend I had to survive against diamond opponents. All in normal queue.
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I started giving up as killer (although not DCing, just opening the gates and not chasing anyone) in hopeless games against bully squads, because it makes playing killer much less stressful. 95% of the killer stress and therefore the famous killer anxiety comes from desperately trying to win an impossible game, like against a coordinated SWF with second chances. Lacking experience, you think you can do something, because you still hit them, you still hook them, but it's a bait and all of it is for naught, as with all of their additional health states, saves, coordination and body blocks they just push the gens and teabag you at the gates, safely unhooking anyone you manage to hook during the endgame. This is always frustrating, because you are trying your best, hyperfocused, and still fail miserably. But when you just open the gates and move on, it doesn't happen, as you are no longer trying to win a hopeless game. You save time, effort and mental health, skip all the humiliation, and sometimes piss off the toxic bully squad that hoped for your attention. And what is more important, being ready to drop a hopeless game makes queueing as the killer no longer unnerving as it used to be, it makes it close to playing survivor: "worst case I just die, no big deal", but instead "worst case I just open the gates, no big deal". It's the ultimate cure against the killer anxiety, without which I would've probably just uninstalled for a few months again, but I continue playing for a long period without burning out.
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The devs really need to do something to deal with the toxic community this game has. Start punishing players for being toxic in chat and more harsh penalties for rage quitting. Like having to deal with a bunch of 2nd graders that throw a fit the moment the game doesn't go their way. Either play the game out that you agreed to que up or don't play at all since you're being a sore loser.
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We already have an abandon system that allows for free DC's at specific outcomes and that's fine. We really shouldn't be advocating for no DC penalties because practically, it's going to lead to a lot of matches just being half bots or worse and nobody wants that. Secondly, other people do play the game and we have to respect each other's time because it's only fair. Your average dbd match goes 10-15 minutes. This isn't like Dota where you need commit 40+ minutes to a match, if you can't tough out a single dbd match because you aren't having fun then I hate to say it but you should probably take a break from the game for a while.
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Tbh you must be psychology profesor because one of best way of people that tend to attention is to ignore them and bully squads just hate to be ignored thats not why they decided to play to just do gens and get ignored but they came there to tilt the hell from the killer and make him reage quit or be mad for their amusement but you just denny them, what a monster.
Personaly I know they will be insulting me in most cases in chatt so I fight dirty as they by strategicaly slugging and tunneling them because I dont want to spend the gam just sit in the corner (try it as wraith and most will hate you xd).
Full bully squads dont do gens so its just matter of time before they all die or one gets lucky on hatch and I do it to honor all these baby killers that were crushed by toxic bully squads. If I give up as killer its when its end or almost end of the game and theres 0,11111110000% chance for me to win so I just let go so I can end it faster and I dc when is cheater because of devs inaction there is nothing you can do against cheater nowdays and if he holds you hostage I dont have 1 hour to spare so I take penalty thats less punishing (unless you face many cheaters in few games and prnalty is hours long).
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Survivors got the abandon option because the "mature" killers couldn't stop watching them bleed out on the floor for 4 mins before hooking/mori'ing. Something the survivors (since the "mature" killers cried and got any form of anti-slug cancelled) have zero agency to prevent, unlike killers forcing survivors out the gates.
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this was designed to prevent 4min slugging, not as a go next feature. eventually survivors will abuse it and abuse it and when the devs change it who will be to blame? wont be the killers responsible
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This is exactly it and it's why more comeback mechanics are needed. You can often tell a match is lost a minute in. It's not exactly great for morale, especially when it happens over and over and over, and there's zero hope of recovery.
What I don't understand is that the same people who wanted the anti-cheese canceled are the ones complaining about DCs. People should stick around and suffer but they shouldn't have any chance at winning.
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Then why does it apply to many situations that aren't anywhere near that strawman? Why does the other side have to wait up to 10 minutes before it applies to them?
Preventing bleed outs is one thing, but at least try to be impartial when talking about "maturity" in your arguments. The abandon feature has actively destroyed the point of multiple perks designed to revitalize games by making the scenarios where you would apply them instead leave you with 3 bots as allies. It is a good idea (preventing extreme scenarios) with terrible execution (a free DC for impatient players specifically on one side.)
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Maybe because the game puts wholesome casuals trying to destress against tryhard streamers who wanna get the highest winstreak in an unranked mode. Nobody except masochists and the party who is stomping would wanna play that type of match. It just happens to be on the survivor side often because one bad survivor can ruin it for the rest.
How about we stop prioritizing queue times for the guys at 70%+ ER/KR who can't afford spending 10 minutes in the queue because they have no fair opponent? How about we don't let them add another free win to their winstreak count? Is that a srange concept for dead by daylight because its asymmetrical and special compared to the rest of the multiplayer games ever made?
Idk why dead by daylight despite being almost 10 years old now lacks a ranked and unranked queue, or just a proper matchmaking system in the first place. Most multiplayer games with competitive gameplay have some form of ranked/unranked separation.
Frankly im very tired of this degenerate, backwards matchmaking system which puts anyone with anyone. It's literally NOT fair at all. It feels completely random. Coupled with the fact that 1 survivor is mathematically unable to carry alone, it becomes VERY frustrating I feel like I am in a coinflip simulator. Am i gonna get good teammates or not? Am i gonna play against a competent swf who uses their brain or am i gonna play against 4 fishes flopping like they were just caught out of the sea? The game is held together by duct tape and announced but often unfulfilled hopes and dreams by the devs.
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The "go next" problem got exponentially worse the moment Skull Merchant got giganerfed. It wasn't non-existent before, but this act was the devs basically validating this type of attitude and behavior. Survivors basically got rewarded for it, so why wouldn't they do it more over a larger number of things, no matter how mild they are?
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the biggest catalyst right now would be that they promised to shake up the game and fix the tunneling and slugging issue.
which got reverted due to killers mains whining that they cant get easy games anymore….even though those low tier killers would've been more compensated overtime with more changes…
on top of the survivor soloq nerfs, perk nerfs, 90% perks released last year being useless or not fun to use overall (just look at fog-vials)
then killers like kaneki who are left unchanged and "bugged" for months on end.
soloq still being miserable with close to no improvements,
this is what you get. its like i keep hurting on you on purpose and promise to give you money for enduring the pain and then i keep hurting you, over and over. you would be tilted too.3 -
Nature of the game and players unfortunately. In dbd when you have a one sided game (which is unfortunately rather common), it becomes pretty obvious that the game is unwinnable for one side or other in the first few minutes. Like if a killer has 3-4 hook states (or has someone double hooked) at 4 or 5 gens then it's probably a hatch game and gens won't get done. If theres are 3 or more gens done and killer only has 1 or 2 hook states then unless the survivors are setting themselves up for a 3 gen, then killer is like getting a 0k or maybe 1k if they can tunnel or endgame camp a hook. Losing a game of dbd like that, for either side, is a particularly punishing experience. A lot of players will opt to go next to try and find a better game rather than string out an obvious loss.
The players don't help, a lot of killers will tunnel and proxy camp hooks right from the start, and stick the boot in hard when survivors are losing. And good survivors, when they have the upper hand will often bm and taunt the killer. I also see a lot of survivors DC if they realise the killer is using a perk they don't like, i.e. lightborn.
Me personally, I try to just keep playing to earn bloodpoints and look on every survivor game as trying to score as much as I can before I die. As killer this is a little harder, if you're getting totally outskilled by a survivor team, then you can't get downs or hooks so you score next to no bloodpoints. It's relatively rare but if a team is leading me around in circles and I can't achieve anything then i just wander round kicking gens and breakable doors until they finish the last gen or two, and then i open the gates to end the game.
Community on this game can be pretty toxic. I try to be the change I want to see. If I'm clapping a survivor team as killer then I shift it down a gear and let the game go on a little longer to allow survs to get bp, and i usually make an effort to spare the lower skilled survivors, let one get hatch or sometimes let the last 2 finish gens and get an exit gate and slug race
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If by "now" you mean the past 4 years then yes indeed.
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It's really funny seeing how you seemingly don't see the irony in what you said.
On one hand it's
which got reverted due to killers mains whining that they cant get easy games anymore….even though those low tier killers would've been more compensated overtime with more changes…
But then you mention
then killers like kaneki who are left unchanged and "bugged" for months on end.
Those "whiney killers" know how bhvr operates and don't believe in the promise of buffing low tier killer in any reasonable timeframe.
As someone who hasn't played for years now, I gather from the forums that the current kill rate is on average +/- 5% around the targeted 60% threshold. And that is with the ability to tunnel and camp.
I can only imagine how much that metric would tank (since many player DO fall back on those strategies and might be carried by them) and how long it would take for this forum to be filled with complaints about survivor queue times or missing killer variety.
Such a massive invasive influence on player agency has to be thoroughly planned and tested so as not to destroy the game. Something similar happened or still happens for example in wow now with their addon Exodus that was immensely back paddled because they are unable to fully compensate.
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The funny thing for me is that people have forgotten that the current MMR was implemented because the rank based matchmaking had the exact same problem.
Especially after ranks became a metric for "time invested" rather than constant display of skill and the vast majority of regular players ended up in red rank. This lead to the infamous "rainbow rank" matches because the lower ranks didn't have a huge player population.
Everything got matched with everything back then. Then they implemented a stricter version of the current system but got more and more softened coupled with backfill to cut queue times. Right back to invisible rainbow matches.
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This community spent years making excuses for this behavior and they still continue to do so.
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It's been proven time and time again whenever the DC penalty was disabled Dcing rose 300% they have to stay
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I don’t know why but I was getting salt for slugging at one Gen, I was playing Merchant on Gideon’s. (still won though)
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"Go next" was removed. They took away the 4% as a result of people letting go on hook. There was no reward, just punishment. The likely result if there is an increase in DCing is that they'll put in stronger penalties. DCing isn’t even the same as going next anyway, because the latter had no personal downside while the former has always penalised players.
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Survivors have been convinced that giving up of any inconvenience is virtuous and will eventually get the Devs to pander to their demands.
Go back before dedicated servers when the killer hosted the match. When a killer felt like they were being clowned on or thing weren't going their way, they would DC or pull the plug. For those not around back then, this wasn't viewed in a good light to survivors. Not to say it was a virtuous thing, that was bad sportsmanship then as is DCing or giving up today.
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Most Survivors are convinced that you won't listen to their reasons (such as what's described in various comments above), so they just downvote rather than try to reiterate time and time again. They feel like they're talking to brick walls.
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Who wants to talk to anyone using this tone?
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I've been finding people have been behaving themselves lately. throwing games and ratting you out, sure, that's still classic. but mentals seem to be on the up and up.
part of it may be because I'm facing a new generation of survivor. I can tell I'm facing people around the 1k hour milestone, so they aren't as stressed out as people with chips on their shoulders.
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the irony being that killers have a safety net, since if they plument below 60%, they will likely get buffed.
"Those "whiney killers" know how bhvr operates and don't believe in the promise of buffing low tier killer in any reasonable timeframe."
is just plain wrong.
if survivors get trashed on by a highly oppresive killer, bhvr doesnt have a safety ruling in place to prevent it.
(kaneki existance proved that)
so, overall those low tier killers would've gotten more buffs than high tier killers,
they already did it in the first ptb iteration of it by not giving these buffs to high mobility killers.
so saying "they wont buff low-tier killers" is just wrong, because they do,
not as much as they should, but trapper and pig got buffed.
freddy got a rework even though he was statistically an above avarage killrate.
its been 9 months and kaneki is still as miserable to play against as he has been since on release even with his numerous bug fixes and small slap of the wrist changes he got.4 -
it took 2 years to get merchant the gutting. if it was really pandering to survivors, it wouldnt take 2 years to bother to act.
kaneki is the most hated killer in 9 months and he barely got the same treatment, heck, he got to get away with alot of "bug exploits" when he should have been killswitch just like streetwise.
they rather kill-off fog-vials because killers complained about it than fix the issues kaneki had in 9 months. (he's still not fully bugless after the 9.4.2 patch.)6 -
thats one way to defend toxic 4 man bleedouts.
great idea to force survivors to stay in a match they already lost which no chance to comeback or a reason to continue playing.
no one takes you seriously because its common sense that wasting time without a way to move forward, shouldnt be a thing.7
