A replay mechanism for completed match would help combat hackers and intentionally trolling player

The idea would be to follow a model similar to the game "Dota 2".

You finish the match, and only that last match would have a "download replay" button. This download wouldn't go to the Behavior server, but would be a file downloaded to the player's own computer (a way to save space on their own server).

The match would record ticks of relevant events (when a generator was made, when a heal was completed, when an exhaustion perk was used, when an item was depleted, when a hook was made, when a player was sacrificed). This would help players identify "key" moments in the match.

Additionally, through a report button, the player could mark the time (example: from 4:55 to 5:30 in the match, this player shows suspected speed hacking, toxic behavior, or trolling).

Based on the fact that the current Behavior system already notifies when someone is punished, if this occurred when the report was successful:

Hacker successfully reported = this player or other players who reported them earn 50 fragments.

Toxic players or trolls successfully reported = player earns a reward in bloodpoints, around 50k.

This would be an internal incentive for the community itself to help identify and report hacks and toxic behavior in matches more accurately, in exchange for a small reward.

Comments

  • pidgeon
    pidgeon Member Posts: 341

    To start off I don't think Dead By Daylight is the type of game to have a replay system in the first place. Aside from the fact that this would take up tons of dev time when this year is already pretty packed. I don't think the cheating problem should fall onto the players as that simply doesn't make any sense and seems like a cop out for making a better anticheat.

    In all honesty I don't think the toxicity in this game is a problem, like yeah sure it'd be nice if it wasn't a thing but there are many measures you can take to avoid it. Please note that I simply don't find bagging toxic as 9/10 its just used to get you distracted away from generators. Along with slugging, tunneling, protection hits, and gen rushing are not actually toxic as they are just ways to play the game. You did not clarify on what is considered toxic but I'm going to take a wild guess and assume it is one of the above.

    Instead of this I would simply opt for the devs to implement a better anticheat.

  • Wezqu
    Wezqu Member Posts: 1,825

    Game that has a replay system usually needs to be build in the game when the game is created. Its basically one of the first things you do and then build the game around that system. Adding it to an existing game is hard or even almost impossible. With DBD I would say its the latter they would have to recode the whole game from the ground up. We most likely would not see a replay system until this game gets a sequel and most likely that is never happening as they are content of upgrading/updating this one most likely for another ten years.

  • pidgeon
    pidgeon Member Posts: 341

    In case you didn't know devs confirmed there will never be a dbd 2

  • Wezqu
    Wezqu Member Posts: 1,825
  • pidgeon
    pidgeon Member Posts: 341

    Yeah I didn't mean to make it come off sounding like I was correcting you, I was just letting you know for future reference. Apologies

  • JPLongstreet
    JPLongstreet Member Posts: 7,171

    I'm pretty sure they indeed would have to recode their game from scratch to add in any Match Replay system, as others have mentioned.

    Also, how exactly would your suggestion work with the consoles? They couldn't simply send a file to any console directly, it would have to be included in a future patch, way past the point it would be relavent.

  • pidgeon
    pidgeon Member Posts: 341

    Consoles have about 5 GB of separate storage per game for mods and whatnot so technically it could use that.

  • JPLongstreet
    JPLongstreet Member Posts: 7,171

    Possibly, and I definitely agree with you about improved Anti-cheat being the best option.

  • ArcT
    ArcT Member, Alpha Surveyor Posts: 334
    edited June 16

    They're already logging stuff. Games create logs. You're asked to submit them when you make bug reports, and staff used to reject threads without them. Even if a full replay system with all the things you'd expect is extremely difficult in the current codebase, simply logging every major event that a client observes as a text file with coordinates would be trivial, and more than enough to catch 99% of the cheating.