Giving up seems to be so common now, why?
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most likely, but the whys is irrelevant, we want the same things….abandon feature removed and an end to quitter mentality.
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Lol, you think crawling would stop the Killer from humping?? Given how the Killer moves much faster than the slugged Survivor, you know that's a load of hogwash.
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they would IF they had to…. but they wouldnt like it. They currently skip the mori now, last down, instant abandon. If we changed this so players had to watch the mori instead of instant abandon im willing to bet a lot of people would not be happy because they dont want to see the winner celebration at the end.
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I doubt we want the same thing. I want in-game comebacks for survivors instead of bandaids. You don't get rid of quitter mentality with an unwinnable match.
Also, this is quitter mentality as well:
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it might be quitter mentality, i agree. How that mentality is stopped? in my case its stopped by having the option denied. As i stated, i dont DC as killer at the moment because the option is denied due to penalties.
Before the abandon, how many people DC'd at the end of the match when they were downed? very few compared to how many abandon in this situation, why? opportunity and lack of penalty.
An unwinnable match is pretty subjective. The whole point to the hatch is to give survivors a reason to never give up so there is always an escape option even when things look bleak at the start.
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Yeah, they wouldn't be happy about it, and there'd be nothing they can do. Killers, on the other hand, can do something about Survivors at the exit gate. They just refuse to use the option available to them.
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i feel your not getting the point.
killers have a choice…..slow dragged out end (wait for timer to expire) but avoid the celebration at the gates OR speed the process up by pushing them out while enduring the celebration.
You already agree if survivors were put in this position they wouldnt be happy about it. They would have the choice….slow dragged out end (wait for timer to expire) but avoid the mori OR speed the process up by activating mori and endure the celebration.
IF survivors had this choice, would your response be survivors have the option to do something about it? just activate the mori, deal with the celebration and end it?
bottom line is, for killers, there is no option available to them to end a lost match quickly without enduring the survivors celebration at the gates. saying just push them out would be the same as telling a survivor just activate a self mori. its making them endure a celebration they dont want to see in order to end it faster.
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You have to love that every single time a thread like this starts, people get really upset over DCs but think the game being in a massively unbalanced and broken state is fine.
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From what I can see, giving up has become common mentality due to the dissatisfaction of both role sides. Killers never know if they are going to run into a bully squad SWF and get streamed and made fun of for views or if they are facing a random lot of casuals. Equally, survivors don't know if they are going up against the dozenth Vecna or Nurse in a row with shot prediction placement that would make Starlink blush, or a random Springtrap who keeps running into walls.
The nature of these situations varies so wildly that you can't predict if you are going to waste 30 minutes of your limited free-time getting bullied and stomped again, so you start trying to pattern predict. Got hooked in 60 seconds of match start? Go next, save your time. Looks like they may tunnel? Go next. Looks like they may slug? Go next. Killer is unenjoyable to play against? Go next. Teammate afk? Go next. So on and so on, ad nauseum.
Frankly speaking the abandon feature seems to be more damaging and childish than useful. Outside of the niche cases it's intended to serve (4slugging, hostaging), it has created a sense of affirmed option in the playerbase that they should always be willing to leave.
My only problem with it personally is that they still get BP, while killers lack a structured abandon clause. Both sides should be able to leave, end of story. Both sides should be equally punished or rewarded for leaving, full stop. I play both, and I see no reason one should be favored over the other.
The only argument I could see for stronger punishments would be that if a survivor leaves it could hurt their whole team, so they should face even higher penalties than the killer doing similar. But that seems a bit much, as it leads to sandbagging. I don't know, the whole situation is a mess and has been poorly instituted on the abandon side, leading to a community acceptance of 'Leave when not enjoying the game, you have limited free time' versus the standard expected 'don't queue up with others if you aren't willing to stay, it's disrespectful to everyone elses time.'2 -
balance is irrelevant when discussing DC's. it can be the most balanced game in the world but if someone doesnt like a particular killer or map or they mess up big time and know they fumbled it or they find a team mate doing totems instead of gens, or a team mate didnt last long in the first chase then people will DC if given the opportunity.
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Lol, you think pushing survivors out would stop them from teabagging?? Given how the Survivor is much closer to the exit than the defeated Killer, you know that's a load of hogwash.
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How about we try before we shoot it down.
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dont need to try, im just saying what i would do if given the opportunity lol. if the game is perfectly balanced and i find a team mate thats doing totems instead of gens, or if im going against a killer that i just dont like even if they are balanced…..i would still DC if i had the option available and had no penalty. If i go into a match with the goal of doing a blind challenge and i find the killer has lightborn, i would DC if given the option no matter how balanced the game is. If i come across a friendly killer thats meming around i would quite likely DC if given the ability to do so without penalty.
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I'm curious about this now. Anti-DC because you'd abuse it yourself?
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Pretty much, i dont think the option should be available but if it is then yes i would take full advantage of it, even if its just to prove a point that such a thing should not exist. still want this as an option while under the belief that balance would stop people DCing knowing full well how it would be used?
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So you don't care about improving the player experience and making the game actually feel better, you just want rules that trap people in miserable matches. What good does this do for the game? And what's the purpose, aside from sadism?
Some matches are absolutely unwinnable. One of mine from last night:
Think they came back from this? I don't blame anyone who DCs in a stomp like this. There's a point where it's just a waste of time. There should be something to make it feel less so. They had said there'd be rewards for those who "stuck out difficult matches" when abandon rolled out yet those rewards never came.
Hatch means you lost so the game is unwinnable if hatch is even on the table. Most killers aren't going to let hatch happen anyway. If slugging for the 4k was made unviable then that situation could change. But why would we advocate for that when we can keep things awful?
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Judging from the veracity of your posts, you're not interested in any meaningful discussion.
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i dont see that as unwinnable… i see the hatch as win, its an escape at the very least and does not lose MMR. Hatch also gives a lot of BP, counts towards adepts and escape challenges. many killers slug for the 4k but it doesnt stop me getting the hatch. These unwinnable matches are only unwinnable if you put your own win conditions as being "majority of the team needs to escape or its a loss". There is 0 indicators that a hatch is a loss….even if based on MMR it would be a draw not a loss
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There's nothing in the stat page that says "wins" so that's cool that you see it as a win but if a killer win is considered a 3k then the team has lost once that's achieved. Maybe you'll change if they ever remove hatch escapes from the stupid stat page tally.
You continue to avoid the point. Why do you want the game to stay unchanged in avoiding survivor pain points?
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i actually have clear proof of what a "win" is but first, to clarify you are saying if 3 players die and 1 walks out the gate then the team lost, killer won? even if that 1 survivor escaped via the gate, they still lose?
survivor pain points are brought on by themselves, so i dont see a reason for the change. I have minimal issues with survivor role. Not only this, but i can actually see the impact of certain changes based on what i would do. For example, allowing people DC whenever they want with no penalty. What would that lead to? Me DCing over anything that i didnt like….because i can. If i can do it, others can too. If others did it, what would happen? Every match would be filled with bots and someone like you who never DC's would find themselves in matches with 3 bots very frequently. Its no good to swap 1 pain point for another.
Another example is wanting the game to be scored as a team not individually. Might sound like a good idea to resolve certain pain points. But in reality it would create another pain point where 1 player doing a totem challenge could cost the entire team the win, to be scored as a team without having a team on the same page is never going to be good.
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Yes, it would stop them from teabagging. Push them out, end the match, gg next. Why is that so difficult? You want to waste time standing there crying while the Survivors are teabagging, that's on you.
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If Survivors had Basekit Unbreakable, then sure, they can do that rather than abandon. But we have to operate under the assumption that no one's running the perk, until the day comes when we can see our teammates' perks during the match.
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not sure how basekit unbreakable equates to this situation. basekit unbreakable would mean survivors could get up and play the match as normal and possibly win in a situation that the killer has clearly won. If we are going this road then killers should have basekit bloodwarden so they could turn a clearly lost match into a win.
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Yes, it would stop them from humping. Crawl to the hatch, end the match, gg next. Why is that so difficult? You want to waste time lying there crying while the Killer is taking a walk, that's on you.
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You have a very fundamental misunderstanding of how these systems work.
If even one survivor is standing, then neither hatch nor abandon is available (survivor humped for 4 minutes).
If hatch is available, then only the slug remains. They get humped until the killer moris them even if they get to see hatch, if they didn't have abandon as an option.
Every killer, base kit, can force survivors out or simply go break pallets and earn BP. Neither of those options are available base kit for slugged survivors. There's not even an equivalent of either of those for slugs, which is why they went with abandon as their imperfect, but better than nothing solution here.
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Being able to go next (or even just give up in general) further destabilizes the balance of the game, so that feels like a weird point to try to force. If anything, removing those types of unknown variables is how you get a groundwork to attempt achieving balance. The game is based on an expectation that it will be 1v4 for a reasonable amount of time, and the concept of time's value is transient enough based on that foundation alone. Stable foundation over Jenga.
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People in this community are constantly asking what others consider a win. We even just had that question on the new survey, so it's not clear-cut, but the answers tend to be a 3k or a 4k/3e or a 4e. I certainly don't feel like I won when I get hatch unless the other three went out the gates first.
Define the wincon officially as team win simply by changing the number on the stat page and see how people change what they do. Pretty sure it would quickly change people like you who care more about a number than they do the actual experience or other human beings. I'm quite sure that abymassl loss number in your stats would flip the script.
Survivor pain points are brought on by themsleves? So a killer who goes into a match intending to tunnel immediately while running Dissolution and Bamboozle to make it near impossible to loop is the survivors fault? A survivor who is downed last who gets humped for 4 minutes for no reason did it to themsleves? A survivor getting camped to death in the basement is responsible for that? What is with this tremendous resistance t o placing the responsibility for killer actions on the killer choosing to preform them?
What would that lead to? Me DCing over anything that i didnt like….because i can.
You'd previously said you don't use the abandon that much. This clashes with that. By "not much" did you mean "every single time I know I won't get hatch"?
Every match would be filled with bots and someone like you who never DC's would find themselves in matches with 3 bots very frequently.
I've said many times I don't care if other people DC. If people want to go then let them go. I'll play against 4 bots or with 3 bots. Nine times out of ten, when three people DC early, the killer is cool with that one remaining person. Might be hard for you to believe, but most people have empathy and can realize and react to an unfair situation. I've had killers throw just because of one DC, saying they didn't think it was fair.
I also love this totem challenge that you bring up everyday that literally no one is doing.
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I think the lack of either a clear or personal wincon is a big cause of discordance in discussion with a lot of aspects of the game, and the confusion feels almost by design at times. They want to remove as much frustration as possible from the feedback of game results, yet use them as the sole determining factor of everything every single player has or hasn't accomplished in the entire trial.
The emblem system used to be tailored to addressing these goals, allowing players to easily create personal wincons that focused on as much or as little of their personal input into a given match, with flaws in how said metrics could be impacted by other players (I.E. if everyone rushes the hook to get their altruism up, there was not enough to go around and it could actually cost matches due to poor prioritization.) The idea was designed around rating players individual input into as many core tenants of the expectations of their participation as possible, with obvious limitations imposed by either other players or opponents (a survivor who gets permatunneled can live long enough to escape, but still only ever get emblems in boldness.) Not a perfect system, but it felt more focused on giving players a more fair metric to gauge their abilities rather than strictly outcome bias.
Deprioritizing that to the point of just being a monthly BP bonus removed the drive for players to engage with as many aspects of the game, and instead maximize their focus on the outcome. Its why metas keep getting more solved, players get more sweaty, unhealthy strategies get more prioritized and leniency/versatility less prioritized. Pair that with bad matchmaking, backfill completely destroying matchmaking quality, and player ego (in the sense of the importance of feedback to the player, not strictly in the "I'm the best" mindset) and you end up with everyone at each other's throats more than ever. The negative outcomes tend to weigh heavier than the positive ones for a lot of people because their entire feedback structure for their impact on a given match has been boiled down to "but did you win?" If the answer is no, they see no value and want to leave immediately for another chance, like a gambling addict on a slot machine getting their next quarter before the slots even stop.
I honestly believe that if MMR was never adopted in the form it has been, people would be less adamant about being able to quit matches early. I have no way of knowing what other impacts it would have for the game (for better or worse,) but it feels like its been long enough to be able to make that type of correlation. The degree it has impacted player satisfaction in a given match is hard to ignore, and trends in behavior in other games over time and across genres makes it a pretty interesting topic to reflect on with this one.
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This is a from 4 years ago i think. Look at 25min into it and it clearly explains what a "win" is. to sum it up:
- Win for survivor is escape via gate
- hatch is null so not win or loss
- killer is essentially playing 4 different 1 v 1's so if they kill 1 survivor they won v that survivor.
- MMR loss it at its most for the first survivor out, by the time it gets to last man downed the MMR loss is greatly reduced.
Based on these facts, my playstyle is matches the way the game is scored with MMR. i do what i can to escape regardless who i leave behind, my MMR will go up due to winning the 1 v 1 v killer.
You can say you dont feel like you won if you escape when your team dies and thats fine if you want to feel that way. However you have put your own win/loss condition regarding this. In the same regard i do feel like i won when i escape via hatch and my team dies. It might be null but its my own win condition i have set. If you are going to impose your own win/loss conditions then so can i.
As for pain points brought on themselves, yes to pretty much all of what you mentioned. Like i said i dont have an issue with any of what you mentioned. Why? how? Because of the way i play and my mindset. They are no longer pain points for me. Others have the choice to play like me and avoid getting into these situations. Its a choice.
As for me abandoning, i dont abandon much because i opt for the hatch instead as i consider hatch a win. if i know i cant get the hatch then yes i abandon….better to walk away with a void match instead of a loss. With this in mind, even if it was changed to a team based scoring system i would still consider it a win if i alone escape because i refuse to let other people drag me down with them when they cant last 5sec in chase, cant stealth and dont touch gens. Im sure if i was on your team you wouldnt want me dragging you down with my style of play? same rules apply, you want to win as a team? you have to lose as a team too which will happen alot in soloq. The only way this team based scoring wouldnt cause many losses would be for SWF. Soloq would be loss after loss.
Just to clarify its not really the number im more fixated on over the actual experience of other human beings….its MY experience i put over the experience of other human beings. MY fun, MY enjoyment. am i going to ask the killer not to hook me because i dont find it fun on the hook? no. Am i going to ask survivors to play as a team? no. Am i going to ask survivors to not loop the shack because i dont find it fun as killer? no. i take ownership of my own fun and do everything in my power to make damn sure no one effects my experience (to the best of my ability because i cant do much v hackers) so others can play however they want.
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Yes, Survivors have already lost at that point. No reason to wait until the game tells them that they've lost. That's why the abandon feature was implemented.
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Why is that so difficult? Because we don't know where the hatch is. And like Ampersand said, if there's more than one Survivor alive, then there is no hatch. Pretty sure you're just trolling at this point because you can't counter my argument.
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We're discussing reasons why Survivors can abandon when they're slugged, did you forget that? I'm really confused on what your point is at this point. If you're arguing that Killers shouldn't have to waste their time, I'm pointing out that YOU are choosing to waste your time by refusing to push Survivors out.
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They're definitely trolling, I wouldn't bother.
I force survivors out the gates constantly to ensure my time isn't wasted. It's easy. A survivor can't force a killer to hook or mori them in order to ensure their time isn't wasted. The abandon option was the solution to that, and fair enough. Too many folks purposely being disingenuous here because they want to feel victimised but the point is that everyone has options.
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i think the issue is that instead of giving survivors a way to speed up the process of ending the match they lost and making them endure the celebration in some way that would be equivalent to killers hitting people out the gate and still dealing with tbags…. They get an instant abandon option. Not speed up the process but instant and avoid witnessing any celebration at the end. All while abandoning avoid any MMR loss too is a real kick in the teeth for killers when killers are told "just hit them out" instead of giving them the option to abandon instantly and avoid the celebration like survivors can and avoid MMR loss.
The argument has always been "its never over for killer" but as you have already agreed, this is not an argument due to having 0 chance of downing a healthy survivor at the gate without perks to block the exit.
The other argument is usually "there is no killer bot" so the match would just end abruptly. Not much different to how a survivor just abandons ending the match abruptly for themselves. If they dont want the killer to abandon ending it in that manner then they could just walk out the gate.
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i know that, i am explaining how survivors went from having time wasted by being slugged to having 0 time wasted due to abandon. while killer still has to waste time. Thats where the issue lies. we know why they abandon, they cant win, dont want to see the celebration and want to end it instantly with no time waste. Killers should get that option too imo but its always different when killers want a reasonable request to stop their time being wasted….they can just waste time deal with it. 1 survivor at 1 exit, 1 at another. Can killer abandon? nope, they have to hit 1 out then walk to the other gate to get the other out. hardly fair when survivors can instantly abandon.
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I don't think its anything like being disingenuous or victim status to point out that the system was not designed around the inherent nature of elimination vs load bearing presence in the game, and instead tried to incorporate a solution that favors the consideration of one side far more than the other, but I also don't understand the depths people go to about "time waste" in a competition environment, and I don't think I'll ever be able to get people to not focus on a concept like that in such a self centered way. And I don't say that as any form of insult, but more that its a position that demands empathy while showing none in response. The reason people feel compelled to try to explain parallels is because the killer role can often be built around time waste, and its inherent in everything down to god loops and shift+M1 gameplay or even just blade wipes and picking survivors up.
Many aspects of the game are designed to inherently waste time, and thats something that comes with competition in general, but the sentiment behind things like going next often demands exclusion from that uncomfortable truth (and most of the abandon conditions foster that sentiment.) The reason so many people try to focus on the exit gates is because the only way agency exists is if you force it to based on personal definitions revolving around your character doing things when you press buttons, and not whether those actions do anything to progress you toward your objective. Many situations in the game are not structured in a way that a 1 to 1 parallel will ever be able to be explained without the other side being willing to understand the nuances from the opposing perspective. Since the killer side has no way to leave a match without it ending entirely while survivors are elimination based, one side gets to leave when they lose and the other side only gets to leave when the match has fully concluded for all players. The prioritization depends on a balance of emotions vs logic, with empathy being the only way to actually convey or understand a person's stance on those two principles. Since the foundations are entirely different, cognitive dissonance makes it easier to declare a false dichotomy than it does to actually compare the underlying commonalities between the two perspectives.
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To reiterate my position: it's about having options. If survivors are tbagging in the exit gate, the option exists to chase them out. Or not. If all survivors are a degree of dead and/or slugged, there is an option to abandon. Or not. If all survivors have abandoned, killers also get the option to abandon. Or not. The discussion i replied to is talking about time wastage, and the options exist for both sides to minimise it. Prior to abandon you could still chase tbagging survivors out, but you could do nothing about being bled out for 4 minutes without copping a penalty.
If the devs decide to implement an abandon option in the event that survivors are tbagging in the exit gate, then whatever, no skin off my nose. But there is, and always has been, an option.
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Between the low-effort abandon option, the wonky matchmaking, and the unclear wincons, I do feel like the tone has gotten steadily worse. I really wish they'd dig their heels in and lay things out plainly instead of convoluting them further. The question on the survey about what you consider a win as survivor has got me very curious about the MMR rework and what they might have in-store.
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This is before the entire system was changed but okay, hatch is not a win. Interesting that you do abandon (and specifically to remove an earned loss) yet you're quick to drop you're inflated stats to show everyone how great you can do in solo. What's the point of that, exactly, when you know its rigged? They should remove hatch escapes from the stats and count abandons as deaths. Then we'll have some proper numbers and everyone can see they're ERs are like 35%. You act like you wouldn't care but something tells me you would.
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This was when they changed from ranks to MMR. MMR gains/loss remains the same. i agree hatch is not a win according to MMR but neither is it a win for you when you die and 3 of your team mates escape, thats my point which you seem to ignore. You might feel its a win for the team and for the 3 that escaped yes it is, but its a loss for you. You might not feel like its a win when you escape but 3 others die but MMR says its a win. If you are considering it a win when you die and 3 others escape when MMR says you lose then why cant i consider hatch escape a win when MMR says its a draw? atleast hatch maintains MMR so will never drop but a survivor that dies when 3 others escape will drop in MMR.
Any wonder why i open the gates and walk out leaving everyone else behind when MMR says i will win if i do this? Why wouldnt i escape when im able to?
I agree hatch should be removed, i have thought that for years while i was maining killer. would save me slugging for 4k and save me the hassle of looking for 2 players hiding for the hatch. I agree abandons should count as losses, i have said this from day 1 of abandons being added. No abandon should ever count as win or null. When we dont consider them losses we get people abusing it like what killers did when they first discovered they could abandon after 10min of protecting gens which gave the win. We also have survivors abandoning to avoid a loss….if its an option people will take it and right now it is an option.
I would like to add, hatch escapes is not just what i hang on to when playing survivor. recently i have been practicing with opening the gates after hatch is closed, im not doing too bad, i could probably do better if i had sole survivor and gate escapes are a win according to MMR, not a draw.
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If the devs decide to implement an abandon option in the event that survivors are tbagging in the exit gate, then whatever, no skin off my nose. But there is, and always has been, an option.It can't really be an option, since the killer is load bearing and there is no way for the game to properly make those types of identifiers, which is usually what the argument boils down to. If two people are given a free cake and one of them is diabetic, they cannot necessarily eat that free cake. The approach to solving the solution should have been designed around the underlying issue for both sides, but was done in a way that is possible for one (due to being elimination based) and not the other (being load bearing) on an intrinsic level.
It was a very lazy solution that even undermined multiple survivor perks in their intended applications and ability to prevent scenarios that the abandon feature is now a blanket opt out for. Basically my stance is not one that survivors should not have their "time be respected" in extreme scenarios as much as the insistence of such a platform demands exclusion from an aspect that is a part of competition itself. I also strongly believe that to say rules for thee and not for me in regards to something as unavoidable as that while simultaneously having it be baked into the core gameplay loop for the opposite side tends to increase frustrations considerably in a death by a thousand cuts way more than just a direct comparison of specific scenarios. I'm ok with agreeing to disagree on a lot of aspects of the conversation, I just really dislike having comments disparaging personal feelings about some being blanket statements for anyone who disagrees, especially since that betrays concepts like cognitive dissonance as a reason for reconciliation of ideas to not be able to happen.
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Many of the game's woes could be properly addressed with consistency and clear direction. Its bad enough that there are so many "This is X, except for when its actually Y" scenarios in the game, but it feels like that extends to many of the considerations for the game's health and even core gameplay loop over the years. Its an asymmetrical game, but that can often be more of an excuse than a consideration itself with many of the decisions that have happened over time. Thats why I always try to encourage people to have a more top down perspective on issues instead of personal ones, as both roles can have two different issues under a microscope that are actually two parts of a larger unified issue when zoomed out. Addressing the macro design more than the micro considerations is something I feel strongly improves the ability to positively address game health whenever possible, but without applying concepts like dialectics it can be nearly unattainable.
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"I just really dislike having comments disparaging personal feelings about some being blanket statements for anyone who disagrees"
If this is referring to my comment about some people being disingenuous, I can clarify that I do think people are being disingenuous when they suggest being able to crawl around to find hatch means being slugged is not a waste of someone's time.
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I get what you mean, but even then, its the same type of reasoning that gets applied to being forced to swat out at the gate. If it wasn't intended to be a humiliation ritual, why don't the survivors just leave? If all 4 are in the exit, the justifications for things like waiting to make a save and such are gone. There are times where it is not meant to antagonize, but there are also many times where it is. If there was a way to force eject the survivors when they are in a checkmate scenario, that would be a different story, but it needs to be one last forced time waste on top of a mountain of previous ones that are part of the killers job in playing the game, a final insult that exists purely for the sake of bad sportsmanship, and the main justification revolves around the duration of a single interaction rather than the culmination of the entire game that obviously led to a loss. Its spitting in one's hand for a team handshake at the end of a game like football, but without the risk of the other player knocking your lights out for the disrespect.
I've even tried to offer concessions for killers to be able to swat all 4 out as a single action through things like closing the exit gate instead of having to go through the routine, but it always comes back to "but they have agency!" as a way to disregard anything other than allowing the status quo. Meanwhile I don't consider choosing the length of time for your inevitable defeat any more agency than forcing a losing player in chess to make the last move to decide what space their king dies during a checkmate.
The moment anyone talks about things like W/Sing while bleeding out and demanding empathy, they lose and and all justification to be able to defend that scenario.
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Personally i dont find my time wasted when im slugged and i crawl out the hatch. i have managed it many times (thanks to hatch offerings). I only abandon when there is actually nothing i can do, cant get back up, cant escape via gate or hatch. As long as there is an option to escape i generally wont abandon because i dont see my time being wasted when i can still escape.
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How humiliating one finds it is obviously subjective. Personally, I have no qualms about hitting them out. When i talk about it being an option, I'm not intentionally being unsympathetic. I'm also sure there are players for whom being slugged and slowly bled out was humiliating also. There's probably even players who still find the whole team being slugged and abandoning to be humiliating. For me though, it simply comes down to a lack of respect for people's time and therefore ensuring people have the option to claim their time back.
As i said, i have zero issue with the devs implementing something at that point, if only to prevent people from feeling humiliated. You said an abandon option isn't realistic, and since you've put more thought into it than I then I believe you that it's not an option. Your suggestion of being able to close the exit gate is fine, though I don't think it would change much in terms of "choosing the length of time for your inevitable defeat," since it ultimately functions the same way as chasing them out (unless I'm misunderstanding you).
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Your suggestion of being able to close the exit gate is fine, though I don't think it would change much in terms of "choosing the length of time for your inevitable defeat," since it ultimately functions the same way as chasing them out (unless I'm misunderstanding you).When you have 4 survivors in the exit gates, you need to swat each one of them 1-2 times, with a blade wipe in between each, and things like heal tech can easily be done to extend things even further while taunting beyond just tea bagging. This is why i mentioned the death by a thousand cuts, because by this point, you have seen that blade wipe plenty of times in the match alone. The killer role has many time wastes where the player can do absolutely nothing about them, so by that point, it becomes less like a period and more like an exclamation point depending on the temperament of the player at that time.
I am not talking from the perspective of my own temperament so much as I am anyone who finds frustration in this. Those types of actions have absolutely impacted many killers reasoning in not "playing nice" in subsequent matches, and poor sportsmanship is a well known contributor to behavior in subsequent matches regardless of role. When I speak of these things, I'm focusing specifically on concepts like game health, as forcing unnecessary frustration, regardless of perceived temperament, bleeds into unrelated future matches due to human nature. Its why so many games have concerns about correcting unnecessarily unsportsmanlike behavior, and games like LoL were notorious for it for years. As the game grew in popularity, they started taking these situations more serious and buckled down on things like chat harassment and BM that carried evidence beyond simple taunt spam, and the game's community removed some of the toxicity from its perception. This also included taking a hardline stance on aspects like leaving matches early, with entire systems focused specifically on making it as difficult as possible to circumvent while having pretty much no impact on normal play beyond improving it. And the average match is far longer both in potential and average duration than DBD, and isnt even elimination based.
This game isn't that success story, not can it be. Since there is no ability to drop in/out after being disconnected, its structure does not allow the same responses to these issues. That said, the extent of the effort in this game has been to make a chat filter so strangely strict you can't even say the names of half of the characters in it and a slew of other false positives that have been complained about and presumably tweaked for years. Then the abandon feature is designed to prevent "time waste" specifically during the scenarios where the killer would BM survivors, but with zero consideration for the other way around outside of a 10 minute timer for eternal hide and go seek championships. I know you don't have objections to parity, which is very respectable and something I shared before certain considerations were brought up in discussions, but the structure of the game does not allow killers to have anything closely resembling the protection from bad behavior that survivors lament. Not only that, but the dismissals given are commonly used as one stop responses to anything remotely focused on removing the underlying problems that are partially addressed specifically with a favoritism for one side's considerations on a universal concern.
The crux of the matter is that they overdid it for one side while practically ignoring the other, not just in the application but in the idea itself. If they had changed it so that you would have to engage in a time wasting animation where you needed to actively grovel at the killer's feet in order to be able to abandon early (not passively, actually do something like a short series of skill checks while throwing yourself at their feet or something designed to be embarrassing or demeaning) that would be the only way it could be done to have parity with the forced smacks and blade wipes involved with swatting players out. Instead you get to skip the mori animation because it would be a waste of time to have to sit through it, let alone give that Dwight a chance to use his deliverance to reset the other 2 slugs when the killer picks you up to hook you. Since one side is elimination based and the other is not, there is no way to reconcile parity in that direction without having the ability for a killer bot to replace the killer and giving them an abandon option during a similar Check scenario, so that fact becomes a limitation of how the issue could be resolved evenly across the two roles. Since the stealth option for killers can take up to 10 minutes, it makes most of the <30 second opt outs seem extremely lopsided before even getting to things like 4 minute bleed outs, but the numbers game is easiest to justify when focusing on the 5-10 second smacks that are the culmination of a dozen or more instances of the same time waste that led up to that point in the game. And people want it that way, otherwise an idea like giving the killer a shrine in the basement they could activate to abandon once the gates are opened or force ejecting survivors with a single action at the gates wouldn't receive any pushback.
Post edited by Ryuhi on2 -
MMR isn't a measurement of winning, what? I couldn't care less what happens with my MMR. If all survivors DC or abandon the killer still gets a 4k but zero MMR growth. It's just a matchmaking metric, and a damn crappy one.
I didn't say I want hatch gone, I said I want hatch escapes removed from the stat ER count, though I would like the pity prize of hatch changed in some way as well.
You're assuming that everyone who uses the abandon is doing so because of their numbers. The average casual player probably never even checks the stat page or pays attention to MMR information. Thry use it as a skip-to-scoreboard option. And again, I don't know what you gain from fake stats. The ability to lie to yourself about how well you're doing?
It's crazy to me you even think about being the last one left so much. You like to talk about how you're teammates are so very useless but if it's that common for that to happen in your matches when do you realize that you might be the problem?
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Your avoiding the key point again, as someone that doesnt care about your MMR, doesnt care that every aspect of the game scores people as individuals not a team yet you still consider it a win when you die and 3 others escape? thats fair enough if you think that way, like i said i could not care about MMR too, my win is escaping via any means necessary. No amount changing the win condition to team based will change that.
If my team mates are useless in my matches, its not my problem. i solved that issue by playing the way i do. others might think my playstyle is a problem but thats their problem not mine.
Fact is, my playstyle to give the finger to my team as i walk out the gate or leave them on hook while i go for hatch or open the gate after hatch is closed is a win for me and its a win in every aspect of the game too (other than hatch an MMR).
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