The players are the problem

SoGo
SoGo Member Posts: 4,469

So, what do I mean by that?

It's really simple. The reason we can't have anything nice, the reason all the new players quit, the reason why "everyone tunnels/everyone is genrushing".

It's us. The "I HAVE to win" mentality, the constant Us VS Them arguments, the sheer, radioactive toxicity oozing out of every interaction between players.

BHVR doesn't help as much as they should. True. But what can you even do with a decrepit cesspit that the DbD community is?

Shouldn't the point of a game be to have fun? To have a break from stress and relax?

Comments

  • jokere98
    jokere98 Member Posts: 721
    edited February 23

    The "I HAVE to win" mentality

    Shouldn't the point of a game be to have fun? To have a break from stress and relax?

    And what if to me the most fun i get in a game is if i win a hard, stressful match?

  • Classic_Rando
    Classic_Rando Member Posts: 535

    The “us vs them” is definitely the main reason for all the toxicity in the community. Most of the “us vs them” wouldn’t exist if everyone actually played both sides a relatively equal amount. Just look at all the posts around here with people calling others “killer mains” or “survivor mains” in a derogatory way and it’s not difficult to see where a vast majority of the toxicity is coming from.

  • Rickprado
    Rickprado Member Posts: 984
    edited February 23

    TBF, i think this is most out of how the devs handed and developed their game than a community fault. Of course, this community is quite harsh, but the devs did very few things to address toxicity, imbalance and bad matchmaking in this game through the years. The community is just a reflection of this lack of care - although they are trying more in the recent years.

    Post edited by Rickprado on
  • KytLuna
    KytLuna Member Posts: 75

    I feel this, honestly. The most fun I have in this game is when I'm doing little challenges, whether self-imposed, or just working through quests/tome challenges. I am pretty competitive by nature, and I do get pretty angry over the game sometimes, but I've never taken that out on anyone before. After every match, I try to have a nice interaction the post game chat no matter how I may be feeling at the end.

    Dissatisfaction/anger at a video game is never an excuse for toxic behaviour. Getting tunneled out or genrushed is not an excuse for toxic behaviour, and even then, there are counter measures to those things in the game. We can all do better. People just need to recognise that. People need to learn to just say "ggwp" and then take a breather before going to their next game. Or don't say anything at all, even. Because it's never that deep. It's just a video game.

    I've received some honestly vile threats from players in this game for the simple crime of being better than them, and I honestly think it's really quite sad that people have such extreme reactions to something that - at the end of the day - is extremely unimportant.

  • tjt85
    tjt85 Member Posts: 1,729

    I think the biggest problem with the game is that there are often wildly different expectations from the player base. Rather than committing to a clear direction for the game, BHVR is trying its best to keep everybody happy. That could be possible if the game grows to a point where it can sustain multiple modes. Ironically, a lot of the changes that do (or don't) come to the game to accommodate the more veteran players tend to drive away newcomers and casual players, so the game never grows and this casual vs competitive tension is never resolved.

    Players feed into the problem in the sense that they often tell BHVR they want this, that or the other when in reality that's not really what they want at all. Take better match-making, which many players say is something they want. What a lot of players don't seem to realise is that this will make their games a lot sweatier because those 70%+ Kill rates and 50%+ escape rates have to come down for a fairer match-making system to work. At the top end, this will mean longer queue times, the same repeated opponents and less variety than they probably face currently.

    It's puzzling to me when content creators ask for this because what they actually want is to be able to juggle talking to chat whilst simultaneously going on some absurd kill/escape/perk streak. You can have chill games or you can have competitive games, but you can't really have both. I'd prefer a solution that keeps the current looser match-making but gives weaker players some protection against being totally obliterated by a more experienced opposition.

    Players might say they want an alternative to the exhaustion Survivor meta. But then BHVR created Made For This and people still complained because a small number of players could get insane value from the perk, especially when stacked with Hope. Then they decided to limit haste stacking and players complained yet again, because it would kill goofy builds like end game haste Legion, so that was shelved too. Personally, I'd rather have stronger individual haste perks over the option to stack but I guess that's just me (7% haste Batteries Included was so good).

    Lots of recent changes have been about limiting options and railroading players into very specific play styles. Like being stealthy but active? Never mind, we're nerfing Distortion so that it's useless to anyone except the Survivors that like to take chase (they would never use this perk anyway). Like to bring a "selfish" back up perk in case your team is half dead at 5 gens? Cool. Let's nerf Wake Up! so it's only useful if you can stop your 50 hour Bill from being tunnelled out early. Stuff like this just pushes players away that don't want to conform to playing aggressively with constant Killer and Survivor interaction. There isn't much respect among the player base for different ways of enjoying the game. You could put the upcoming Spirit Fury nerf in this category too, although there's a good long term reason to make this change so I'm not certain of that. These are just a few examples.

    I honestly don't think this community knows what it really wants from the game half the time. Do we want a goofy casual experience or a more balanced "competitive" one? I don't know.

  • NeverSolus
    NeverSolus Member Posts: 28

    I don't disagree with the sentiment here but this is quite literally a PvP game. 'I have to win' is not some rare disease that snuck in through the cracks, it was literally baked into the cake. The idea of us being the problem is very, very accurate however that's much like blaming a blueberry for being blue. BHVR built this into their cake - they cannot then act surprised, indeed no one can, when there's blueberries in their cake.

    Yes it doesn't need to be quite as toxic, but all PVP games garner greater toxicity than their PvE cousins. Even Chess, in all its glorious balance and grounded traditions, is known for having a great deal of toxicity, anger, and poor sportsmanship in its tourney wings. DbD is not somehow exempt from that condition just because the fostered community is somehow less desirable to the dev as a result.

    We can mitigate some toxicity, certainly, but approaching the DbD experience from the angle of 'it's just a game bro' is not productive. True, yes, but it's not productive. The overwhelming majority of sports fans, competitors in tourneys, and even uno games can inspire a level of infuriation in people that 'It's just a game' does nothing to balm the burn of. This is a PvP Game, and as a result the walk-in is an expectation is not 'I'm going to play to have a jolly good old time!' but instead is 'I'm going to play to win.'

    That's the very premise of this genre of games. Acting surprised or attempting to convince people the game is not based on 'I'm playing to win' is, while very mature, not going to bare any fruit I think.

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  • HoodedWildKard
    HoodedWildKard Member Posts: 2,163

    Thi bis why we should have a competitive ranked playlist separate from a casual one. Despite all the tournaments etc dbd is not designed to be a balanced competitive experience.

    Majority of dbd games are a landslide one way or the other. Not fun games. Heck when I play killer I'm honestly bored of 4ks. I have much more fun playing hardball until I have control of the game. Then i usually take it back a notch and let at least 1 survivor go. Because I know in my mind that I had the win secured, I beat the team. So why bother chasing the 4k after that? I let one or two go and lose a few bp but they get a better game. And gain way more BP than I gave up. If more people tried to make the game a little more pleasant for others, the gsme would be much better

  • NeverSolus
    NeverSolus Member Posts: 28

    I don't disagree with your first point, and I often do the same in regards of letting people go in landslides. But the fact of the matter is that we're making a choice to let those people go. Game balance cannot be weighted upon player choices. That would not be game balance, that would simply be a community preference. Balance of a game has to exist first and foremost outside of player choices before factoring them.

    The game not being balanced or incentivized in a particular fashion is not something that can be easily dismissed. It may, by example, be considered in some circles a rude play to take a pawn with a knight on turn three of Chess but that does not make the move illegal, it just makes the move discouraged. There's a difference between game balance and social expectations of a given game and we'd be playing the fool to not acknowledge them.

    You're absolutely right in that DbD is not balanced for a competitive experience, but unfortunately it is a competitive experience. There are defined losers and defined winners. You can 'lose' a match, and when you do so your opposition 'wins' that match. I'd love to see a world in which letting people go is more and more common, but hoping for others to adopt that mentality is just that, a hope. There's no meaningful incentive to do so, and the very game genre itself exists in counter-intuitive opposition to the act.

    Perhaps this could be alleviated by blurring the lines on what it means to win, or lose, a bit further and creating a gradient? I'm not personally fond of the idea but it is tennable. The recent survey did spend no small amount of time focused on what people consider a win or a loss after-all. If the results of those surveys are taken to the direction we discuss, perhaps we'll see more and more meaningful incentives given to Killers to not aim for a 4K with consistency. It would be nice knowing that letting a survivor go at the end of a match would see meaningful reward, and not just be a gamble of whether I'll be tea-bagged at the gates.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 3,161
    edited February 23

    "I'm not responsible for your fun, therefore I'm legally obligated to slug in the 1v2 every time for the 4k"

    people like this are why people don't stick around. complete lack of empathy. I enjoy upsetting these people because quite frankly, they're a net negative to the community experience.

  • ImWinston
    ImWinston Member Posts: 783
    • I'm a player who LOVES good games and I don't care about winning at all. But when I play survivor mode, I simply get depressed, both because of the MMR that REALLY randomizes matchups, and because of the killer... some are so bad that they can't win even with hard tunneling and a full set of slowdown perks, the situation is really worrying. Sometimes I ask myself "Am I so bad at the game that I should be put in a match with this killer?" Where are the REALLY exciting games? Maybe 1 in ten.
  • cogsturning
    cogsturning Member Posts: 2,613

    BHVR doesn't help as much as they should. True. But what can you even do with a decrepit cesspit that the DbD community is?

    They could have a backbone? They're the ones in control. Just because you're players are a bunch of whiny babies doesn't mean you have to bend to them. Push things through and adjust accordingly. Stop listening to everyone who loudly proclaims they'll quit over every little thing even though they won't. Because for everyone of these, there's 10 more quitting silently because they've had actually enough.

  • NeverSolus
    NeverSolus Member Posts: 28


    Aren't you kind of exemplifying the OP's point? You are not DbD Batman. Targetting people out of the community because you don't like their behavior isn't righteous or just. It's just trying to upset someone because you enjoy it, which is markedly lacking empathy in itself.

    Not that I can't relate, mind you. I'm no saint. I've had my own bouts of 'they deserved it' and should strive to be better as well.








  • Dinadin
    Dinadin Member Posts: 154

    The toxic game mechanics attract such people. BHVR is totally at fault cause they just promotes those playstyles instead of getting rid of them to have a fun game for everyone.

  • NeverSolus
    NeverSolus Member Posts: 28

    I'm tempted to agree, but out of curiosity, can you think of a way to make DbD Fun for everyone? I've been trying lately and I can't come up with a way to do it, given the competitive nature of the game. It's particularly rough for the survivors, as even if there's only one kill a match that's always 25% of the survivors sitting on the hook doing not much but dying. Assuming you could find a way to get Killer to be happy with only killing one and that being fun, you're still isolating 20% of the matches players into oblivion.

    Legitimately, any ideas? I'm curious, but I can't come up with much that has any sticking power.

  • TieBreaker
    TieBreaker Member Posts: 1,328

    Never forget that the community wanted a dev fired for having a joke quote about not liking SM. We are often awful as a community, and the devs are right to be scared of us.

  • Dinadin
    Dinadin Member Posts: 154

    It doesnt matter if people are satisfied with one kill or not. Its about the core mechanics that are actually just pain out of hell. Just get rid of tunneling, camping and slugging and look how the core game works out. But BHVR is just afraid of making the game fun for everyone, so they hard cater to killer since years.

  • runningguy
    runningguy Member Posts: 1,410

    Its impossible to make it fun for EVERYONE. What survivors find fun, the killer might not. What the killer finds fun, survivors might not.

    If you can find a solution that would make everyone happy and enjoy the game then you should put forward a proposal to BHVR lol.

    I do know 1 thing, remove tunneling, camping, slugging and i wouldnt find the game fun as killer or survivor.

  • NeverSolus
    NeverSolus Member Posts: 28

    This, effectively. I would be fine with tunnelling, slugging, and camping being hard-coded out if the reasons Killers needed those tools were also removed. But I suspect we'd just find something else to fight about at that point, sadly.

  • Mr_K
    Mr_K Member Posts: 10,427

    This is why we can't have nice things.

  • Xaerdy
    Xaerdy Member Posts: 34

    I think the OP meant more something like "I have to win at any cost".

    I want to sacrifice (or mori) survivors as a killer, and I want get myself and as many people as possible out as a survivor. But that doesn't mean winning is so important that I become toxic to others or needlessly use tactics, that limit their ability to play the game.

    Some Tactics like Hard tunneling and facecamping kinda limit other peoples ability to play and to grow . I usuallly try to spread hooks for that reason, so every player gets some time to play. And I definitely "win" less because of that. But I think it's worth it for a better community.

  • NeverSolus
    NeverSolus Member Posts: 28

    I understood, but the topic is sadly so broad it's hard to touch on each nuance whilst painting in broad strokes. I also like to (when I'm doing a little too well against a team) let people go or just 2 hook. But if I see things like SWF flags, call outs, headon+flashbang, the standards? Then I will tunnel immediately.

    I'm not out to ruin peoples nights, don't get me wrong here. I reserve advanced tactics for advanced tactics. But my perspective is likely skewed in that I don't play an S-tier killer. If I see survivors employing advanced, sweaty tactics I know at once these people are not here to have a good time with me, and act accordingly. When I see four flashlights, similar response. If I see the opposing team is sporting high-end competitive tactics, I bring tunnelling and slugging to the forefront, as those are the only responses I actually have in my toolkit in many cases.

    But if I blast through 8 hooks before they complete more than 1 gen? Yeah, pretty good chance I'm just going to let them go because they clearly got an unfair MMR matchup and that's not their fault.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 3,161

    nobody else will discourage the behaviour. when I play killer, if I see the last survivors sure I may slug to finish it so we can all move on faster, but to just drag the matches out is torture.

    I make attempts to keep finishing the generators, even with 2 survivors at 5 gens. however, if the killer makes it impossible, I will keep making that attempt in good faith. if that means the killer could have played 1 or 2 whole matches if they just hooked, so be it. maybe they'll think of me the next time they try it. I'm just thinking of the next people, I was born with too much empathy.

    these killers will always end up resorting to teaming with the survivors because they get upset that I'm simply too good at not being caught

  • SoGo
    SoGo Member Posts: 4,469

    You are right that it is a competitive game, or at least it can be.

    But, due to how it's designed, you are not supposed to win every time, over and over again with a 100% kill/escape rate. Kill streaks are an anomaly, not the norm.

    Some people swear they "cant win without running full meta and tunneling", but that raises a question: Maybe you are not supposed to be at that high of a level? I don't get why people strive to get to the top MMR, and then complain the game is sweaty.

  • SoGo
    SoGo Member Posts: 4,469

    True.

    Old BHVR made some really questionable decisions, but they at least commited to them. Mostly.

    Nowadays they just spew out random things and roll it back if enough complaints arise.

  • SoGo
    SoGo Member Posts: 4,469

    They tried to do that, remember? Extreme hiding prevention, anti-tunnel, anti-slug, go next punishments?

    Everyone exploded with toxicity and instead of nuanced adjustments, we got a few sledgehammers and ground up everything into a pulp.

    They literally tried, and the community screamed no.

  • OrangeBear
    OrangeBear Member Posts: 3,656

    I don't understand why you would make this point. Because what is anybody supposed to do with this information? The players can't change. The game can.

  • SoGo
    SoGo Member Posts: 4,469

    I disagree.

    The players can, in fact, change. For example, we could, I don't know, stop vetoing EVERY. Single. Update. BHVR is trying to implement?

    Half of the QOL stuff was removed because the community moaned and wanted nothing to do with it.

    The game can change, and the devs CAN do changes, but they have to stop listening to all the overwhelmingly negative people. And I bet if they do that, then everyone starts crying that they aren't being listened to.

  • OrangeBear
    OrangeBear Member Posts: 3,656
    edited 7:42AM

    Assuming this is about the cancelled anti-gameplay updates. Despite all the fearmongering, there was many valid criticisms that i believed in and i also believe it's what the devs agreed with as well because i found they demonstrated that clearly in a community stream. I found their conclusion that it would make the game worse overall reasonable.

    Fearmongering is not something i support or partake in, but it happens because people want their concerns to acknowledged and they don't have the capacity to do anything more.

    So i do not believe that the players were at fault here. I actually think the blame still traces back to BHVR.

    They should not have promised these anti-systems so far in advance because it felt like the solutions that were proposed and tested were rather basic, something that i imagine any designer could have come up with in weeks at most.

    So players that see these issues as a large source of frustration had their expectations built up. I can understand the disappointment that they were scrapped but the solutions were radical and i think bhvr was right to cancel them. I just think they were foolish to promise it, in general the QOL initiative was too ambitious because they were practically expected themselves to do more things with basically the same amount of time. It was only until the awful release of TWD did they realise that they actually needed to slow down if they want to take QOL seriously.

  • Brimp
    Brimp Member Posts: 3,573

    Problem with "isn't a game supposed to be fun" is…. DBD is a strictly a Player versus Player game at its core. An A-symmetrical one at that. You can't just create universal fun at the games core design especially when its subjective. I liked playing Trickster back in the day when they FIRST made him 6 knives to injure as it made hitting shots through small cracks actively more rewarding. But you can't always play Trickster that way, so you do inevitably have to go back to what is somewhat commonly referred to as the "unfun" trickster gameplay loop of spamming knives on a survivors back.

    I don't want to necessarily tunnel, camp, use multiple slowdowns or bring multiple gen progression, healing or anti-tunnel perks every game just to feel I have a chance to get even a couple kills/escapes if I end up playing a low-mid tier killer or survivor. But some people would rather go after my throat for running said builds rather than criticizing game design even when I don't ego. It's just some people take you playing the game as personal attacks on them (mainly tunneling or camping).

  • SoGo
    SoGo Member Posts: 4,469

    I get your point. And yes, BHVR did go overboard with the changes. But, I very much believe parts of these solutions were salvageable and good for the game, but the outcry caused the devs to shut everything down.

    Nuance went out of the window, both in BHVR's and the community's case.

    So, to answer, both us (the players) and BHVR can be blamed equally for how the changes (or lack thereof).

  • Shinkiro
    Shinkiro Member Posts: 448
    edited 10:42AM

    Half of the QOL stuff was removed because the community moaned and wanted nothing to do with it.

    If this is the anti killer PTB then it wasnt even "QoL" it was just blatant decisions to gut killer gameplay and unnecessarily hugely buff survivor. Major gameplay changes are not QoL, that is a balancing update and basically none of it was thought through at all, especially not from a killer perspective. It was opposed for very good reasons, it was absolutely riddled with problems and fundamentally flawed.

    QoL updates are minor, convenient things like, making perks easier to read and understand, which they are currently implementing. Or bulk BP spending.

    Post edited by Shinkiro at
  • Aven_Fallen
    Aven_Fallen Member Posts: 17,788

    Yeah, the Anti-Tunnel and Anti-Slug changes show perfectly what the issue is. BHVR tried to implement some good and meaningful changes, but since players feared they win too less with those, mass complaints happen and now everything is scrapped. And this will happen again and again, until either of two things happen:

    1. The Community accepts that it MIGHT happen that they win less, but will understand if they win TOO less, then the measurements will be tweaked - looking at the Anti-Tunnel changes, tweaks would have been easy and logical. Punishment too hard? Lower it. Benefit too small for not tunneling? Increase it. Still too much tunneling? Increase the Punishment. etc…
    2. BHVR stops listening to the loud and whiny people. And then push their ideas through and tweak them on Live. Again - it would have been easy to tweak the PTB-changes back then. And BHVR used to be like this in the past, they listened, but did not suddenly do everything the community asked.

    I have to disagree with Anti-Hiding tho, the initial system was way too punishing since you got AFK-crows when you just played the game normally with occasional hiding when the Killer was nearby or if you just traversed around the map finding a new Gen. But the current implementation is probably too lenient, I have not seen a AFK crow in months on any player in my games (which is a good thing, but probably means that it triggers not often enough).

    So obviously the players are at fault. But i also think that BHVR is partially at fault, if you design something where you expect that parts of the community will not like it, you have to prepare to still stick with it and then make changes from there. Listening to loud people just to scrap everything in a few hours you have probably worked on for months is just dumb.

  • terumisan
    terumisan Member Posts: 2,307

    i like winning i don't feel like going on an eternal L streak so survivors have fun

  • tjt85
    tjt85 Member Posts: 1,729
    edited 12:12PM

    What frustrates me the most about the whole anti-tunnel/slug situation is that most of the community didn't even get to test the new systems. And the portion of the player base that did had already made up their minds before they'd even tested it. I wanted to see players testing it to destruction to see if they could still win by tunnelling and slugging. Instead, most acted as if the system was twisting their arm to get 6 hooks before a Survivor died. I feel like we didn't really get to see an honest test of the systems in action.

    When it was unveiled, people talked about the AFC system as if it would kill basement Bubba but he is still very much alive. Getting another Survivor or yourself out of the basement is still a nigh on impossible thing to do against a Bubba. I felt like the new systems might be similar to AFC in the sense that you could still employ these strategies, but they might be somewhat less effective than before.

    I get that certain Killer strategies need to be in the game to counteract the things that Survivors can do to deny hooks and for Killers to mount a comeback. I just don't want them to be as free as they currently are and I don't understand why Survivors aren't afforded comeback mechanics of their own. It's frustrating that an Oni can bypass hooking to slug the entire team and if nobody has unbreakable, he gets an easy win. It's frustrating that the most egregious examples of tunnelling have hardly been touched in the game's entire 9 year history. It's annoying that Killers can slug for the 4K to deny hatch. Even if players weren't crazy about a lot of the changes, did we really have to throw out the elusive status effect? The delay to unhooking notifications? Heck, even the mini pop reward for multi hooking had promise. There's no way there was nothing at all that was salvageable from that entire PTB.

  • Philscooper
    Philscooper Member Posts: 667

    Its both the community and the devs.

    There is no excuse to kill off an item 2 weeks into release because one side couldnt handle it.

    But let a killer run rampant with bugs that give unfair advantages for 9 months.

    Either let both run rampant or switch off both off them with nerfs or a killswitch, not one over the other.

    Even if the devs arent biased, you will look bias if you keep pulling stuff like this continuesly.

  • Philscooper
    Philscooper Member Posts: 667

    For example, the slugging changes was a good idea.

    It punishes killers who do nothing but slug over and over continuesly without a real reason without picking up within a reasonable time frame (120s)

    This easily could've been expanded upon like the anti-camp addition and reworked until it benefited both players.

    But of course, it got scrapped like the rest of the changes.

    And now people call for an exhaustion nerf, which makes no sense to do so, stat wise (its at 40% on all mmr on all groups besides 4 man awfs) and because. If our problems cant be solved, why would i let myself be handicapped further with no insurance of getting compensated for it?.

  • MrMori
    MrMori Member Posts: 1,932
    edited 12:35PM

    Players can be blamed to an extent, but I put more blame on BHVR and how little they've done to foster a positive community in general. Extremely unreliable matchmaking which often leads to very one-sided matches, a practically unmoderated post-game chat with almost zero repercussion in any way regardless of what you say, and a lack of options to minimize frustration when losing on either side and a game that's inherently prone to creating unfair situations where one side has no chance of fighting back or winning against the stronger side.

    Consider that it took about 8 years of survivors being bled out for 4 minutes for BHVR to add an abandon option to combat it, and something similar hasn't really been added on the killer side for similarly annoying issues. Before that if you brought it up, what would players say? "Oh, just wait a few minutes, who cares?" and to that I just wonder why? What's the point of these pain points that serve absolutely no one other than miserable players that specifically want others to get upset? That they still haven't added a chat ban separate from a full game ban is also weird to me. To me, it doesn't really make sense to ban people raging in chat completely from the game, it makes much more sense to mute their accounts like any other multiplayer game would do with ragers that frequently and repeatedly act up in chat. But since that isn't an option, and a full on game ban is a bit drastic, that leaves no room to discourage terrible behavior in post game chat. At least Anon mode is a good addition since it helps prevent harrassment outside the game, although usually each platform has settings you can tweak to turn off random people messaging you.

    And why can't you disable post game chat completely anyway? You can hide it, sure, but to me that's not the same. And why can't you see if a player has access to post game chat on the post game screen or not? If a player has a globe, you have no idea if they're epic games or console, you just have to guess. I bet people type things to console players that will never read it all the time, assuming they are Epic. It would be much clearer for everyone if you could see who has chat or not, and as a result also see who has turned it off themselves.

    On top of that, there's no incentive to be positive, at all, neither in post game nor in gameplay. There's no profile to show off "likes", thumbing a player up does nothing, gives no feedback to the other player, if you have no chat then there's no way to even say "gg" button so there's at least some sense of positive communication between platforms that don't have access to chat, nothing whatsoever, no rewards for good behavior or getting many players giving you commends, thumbs up, GGs, whatever. Zero incentives for positive behavior, zero punishments for negative behavior. It's no wonder the community is the way it is.

    Although I find most players to just silently move on or say gg and move on.

  • OrangeBear
    OrangeBear Member Posts: 3,656

    To be honest i don't believe anything was salvagable.

    I think the penalties could never be tuned to be balanced. It's either abusable or pointless.

    Elusive won't do much against fast killers that can track you by just maintaining LOS.

    I didn't like obscuring hook notifications, really didnt feel good as a killer and i don't think they would have done enough for survivors to make it worthwhile.

    Most importantly i think the incentives were the worst part of the whole thing. The incentives were only really designed for the killers that got nerfed versions of them, the benefits weren't practical for majority of killers.

    These issues go deep within the games design, i don't think it can be addressed in one patch. Ideally, everything in the game needs to be evaluated to see how it contributes these issues. But this would simply take too long, best they can do is keep it mind with new content and when updating older content. This is why the solution they proposed was focused on the symptoms rather than the causes. But it didnt work because it had to ignore why the game is played the way it is. And thats very unhealthy.

  • tjt85
    tjt85 Member Posts: 1,729

    We'll probably have to agree to disagree on this but I think they would have made a difference. If you're used to going up against high mobility Killers able to proxy hooks and pressure the map simultaneously then yeah, the system had clear limitations. But I do think they would have helped at least a little bit to alleviate some common Survivor pain points.

    Take the AFC system for an example. I can count the times I've had this trigger for me on one hand. But on one of those occasions, I was able to free myself from the hook at the last possible moment and run a Ghost Face for the time it took a trio of Davids to do the gens and open the exit gates (they gave me no other help). This system does absolutely nothing 99% of the time but when it does kick in, it can make a big difference to your enjoyment. Little things that give players a fighting chance do matter.

    I also think that putting these systems in place might have been a big improvement for newer players as well. Less experienced Survivors get to Survive for a little longer and more opportunity to learn and enjoy the game they queued up to play and newer Killer players get a base-kit gen regression for progressing their objective. Seemed like a win win to me but like I said, we probably won't agree on that. Anything that might encourage newer players to stick around long enough to learn the ropes has to be a good thing, imo.