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Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

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New Player Observations and Recommended Improvements

This post will be directly addressing the issue of new player experience and hurtles faced when attempting to play the game. Also I will attempt to provide suggested ways to help new players become more knowledgable about the game and incentivize certain aspects of play.

I'm new to playing DBD but I've been watching high rank killer/survivor gameplay for over a year now. I have pretty good knowledge about how to play but in practice I'm pretty garbage. I understand to be better I need to learn and I've been tea bagged by enough good survivors to know that I need to improve.

As far as I have seen though I think that the biggest issues boil down to knowledge/mentality for new players.

When it comes to knowledge I think it would be a massive help if survivors/killers had an in-game tab when selecting their loadouts to see all possible perks/add-ons of the opposing side ranked by how popular/common they are. (I understand people on the forums/YouTube make tier lists but this would just make it easier for newer players.)

It could really help new survivors be more wary about BBQ and Chili or Ruin or help new killers look out for Borrowed Time or DS.

I don't know at what point the game figures out what map will be played but if it is sometime around the offerings being shown the following loading screen could provide the map name, shape, and location of the defining building/structure of the map. Like literally just a top down blueprint with the map shape and an outline of the building shape, such as the Thompson House or Coal Tower. Nothing about gens, loops, jungle gyms, or pallets. This would help new players learn the maps without giving information to experienced players.

Dealing with mentality though seems to be incredibly difficult though. While of course you should be rewarded for escaping I feel there should be an emphasis on helping your team. I always bring We'll Make It to help people off hook and things like Kindred to give my team the best chance of surviving and give them as much info as possible. I think it should be stressed in tutorials that helping advance the game and save your friends will help you rank up, and that living isn't the only way to win.

I get that dying feels bad, as I die almost every game. But I also pip pretty much every game, and I think I've only de-pipped one time. I also think hatch feels nice when your team has completely failed but it incentivizes people to just hide in corners and let their team die so they can get the points. Maybe by adding a required amount of BP before you can enter hatch would solve this. Providing an on screen bar that is required to be filled by a cumulative sum of the 4 categories BP would mean that no matter if you were looping, doing gens, healing, or saving from hook as long as you contributed to the team you could escape through hatch.

Also no one seems to like doing gens. I know it can be boring to sit and hold m1 but someone needs to progress the game. I pretty much always bring a toolbox every game. A lot of the games I play are 10 min of me looping a terrible killer while my 3 teammates hide in the opposite corner of the map doing nothing. I've even run by a gen or been on hook and seen people hiding behind a gen (not doing it) when there is no heartbeat or someone else is clearly being chased.

I don't exactly know how to fix this problem but maybe by giving more BP for the Objective category or just increasing the rate at which you earn BP while doing them so less time gets you more would help.

Or maybe by splitting the progress bar on a gen into quarters and every time you finish a quarter you get bonus BP. These bonus BPs would give less if multiple people were on the same gen like 50/50 the usual rate if 2 were on the gen when it reached that mark. This would incentivize survivors to split up and cover more gens at one time so they could get more BP. You could also make Leader give full BP to each survivor on one gen so the perk doesn't get completely neglected. And once a BP threshold has been met it goes away on that gen so people cant farm by having the killer break it and constantly repair to that mark.

Also it seems many new players don't fully understand what actions alert the killer. I just recently realized fast vaults show up to the killer. Idk if there is a tutorial that explains this but that would be very helpful.

Lastly while I know there is a tutorial thing that explains all the keywords it would be incredibly helpful to make it a tab like the proposed perk tab earlier in this post. Each keyword could be explained with a short explanation that pops up when hovered over. This would allow players to refresh on what each means while waiting in lobbies for ease of access and to promote quicker queues.

I honestly saw that list in the tutorials and just said f-it that's to much to read right now I'll learn as I go, and I keep queuing up game after game while forgetting to go back and check on things I have questions about. I've got like forty hours on the game now and I've seen the keyword Blindness so many times and I still don't know ######### it means.

Hopefully this helps and isn't just a useless rant but thanks for reading this post if you made it this far. (:

Comments

  • ElusivePukka
    ElusivePukka Member Posts: 1,599

    Overall, I think in game toggleable tooltips would resolve most of these, rather than any need for adjusted scoring. While I don't think the scoring is perfect, and the emblems are very limiting in what they reward, I don't think these issues are best fixed by extra BP.

  • Onionthing
    Onionthing Member Posts: 469
    edited July 2019

    Survivors can:


    Do gens

    Play as bait, looping the killer

    Blind the killer

    Drop pallets on heads

    Rescue from hooks

    Heal friends

    Do Bones

    Sabotage Hooks (perk)

    Throw pebbles (perk)


    What else do we want to ad to this list (I am for once being serious and not sarcastic) to make things fun for the survivor without handing them a weapon?


    Maybe a one time only killer trap? The Killer has to do a skill check to get out?


    Or perhaps interact with the environment to close a gate in one spot but it opens in another (the killer can also interact with said switch)


    Im really stretching here.

  • FlabbyCastle
    FlabbyCastle Member Posts: 6

    @ElusivePukka Yeah, that would be a huge help. As far as the BP I know it's probably not the best way, but I don't have any better ideas. Just trying to find a way to promote gens. I also know a lot of people complain about survivor feeling bad cause of less BP than killer. Idk though cause with queue times I can do like 2-3 surv games before I even finish 1 killer game.

  • FlabbyCastle
    FlabbyCastle Member Posts: 6
    edited July 2019

    @Onionthing

    What are you talking about dude. The thing about gens being kinda boring is like 5 words in a super long post about mostly making the game info more accessible to new players. I had a guy argue with me for 20 min after a game that killers are OP and the survivors should be able to fight back and I told him that's an incredibly stupid idea.

    What I'm saying is that compared to all the things you listed gens are probably the most boring thing and people don't do them. I was simply suggesting a way to incentivize people doing the main objective instead of only doing the other things. I understand people are going to be found, downed, and need to be saved. But when everyone abandons the gens after 1 hook for the rest of the game it degrades everyones experience.

    I play survivor and killer, I get annoyed as survivor when no one does gens cause then I'm the only one being chased cause the killer only sees me on a gen. I get annoyed as killer cause when everyone hides and no one does gens it takes forever to find people and prolongs the game for like 20 min and it's boring as heck.

    Edit: Yo dude I also said in my post that dying as survivor is fine and that people should do more to contribute to the team. How is me saying dying for the team to help get the objective done in any way implying I want survivors to be able to fight back. If anything Head On, pallets, and flashlights are easily enough. Killer should be the power role and the survivors should need to be strategic and non combative.

  • Onionthing
    Onionthing Member Posts: 469


    Hey calm down, im not attacking you. I saw that one thing and focused on it. Im sorry Im trying to participate. I even said I wasn't being sarcastic, if people are bored maybe we need to do something to alleviate the boredom. In not arguing about power, in not arguing about perks, that wasn't the point of my post.


    But you are feeling attacked so Ill back out. Nothing for me here. Peace...

  • FlabbyCastle
    FlabbyCastle Member Posts: 6

    @Onionthing

    My b dude I inferred the tone from the text. Shouldn't have responded like that. Just usually whenever people bring up things like fighting back and stuff it because they think killers OP and they are being outright rude. Doesn't give me a pass to lash out like that though so I apologize.

  • Onionthing
    Onionthing Member Posts: 469
    edited July 2019



    No worries.

    Again I hear so many survivors say that its boring, but no one seems to come up with ideas to make survivor more fun but still stick to the role of what survivors were/are meant to be. Do we give survivors more activities? Do we give them some measure of control that cant be overly abused?

    I dont know..

    As for newbies not reading tutorials or really getting to the heart of the information of how to play; "Kill your friends" was supposed to be practice mode IMHO, but thing is there are so many solo players that you cant really set that up. Tool tips and mini videos could help to explain how perks are supposed to work that's a doable fix. However its hard to get people into a game like this when all they know are battle royales and sandbox troll fests. People are used to hitting back at what hit them and they feel helpless if all they can do is run away. It takes a certain type of player to get into that mindset, DBDs hardcore player base is unique (toxicity aside.)


    Im really at a loss trying to figure out real and tangible ways to get newbies into something like this for the long haul.