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Remove struggle during phase 2 to reduce rage quits on hooks

Nhastraze
Nhastraze Member Posts: 5
edited September 2019 in Feedback and Suggestions

Hi,

Recently I played survivor in solo and I noticed that a lot of people rage quit or kill themselves on the first or second hook by not struggling during stage 2 (especially at higher rank).

Since I'm pretty sure the game can track down how often someone disconnects and thus detect if it's on purpose or not, I'll rather talk about the people who kill themself on a hook. I assume it's harder to punish this behaviour because they don't disconnect and so aren't automatically detected while having the same negative effect than a disconnection.

I know you're doing your best to prevent that but I guess it's quite difficult to detect this kind of behaviour since they're just dying on a hook. I wrote this assuming it was harder (or even impossible) to detect people killing themselves than an actual disconnection. 

That's why I came up with the idea of removing the struggle "spam" needed to survive the entity during stage 2.

In fact, removing the struggle needed during stage 2 would force them (aka the people who kill themself on hook) :

  • To disconnect because they don't want to wait 1 minute on the hook, allowing the game to detect their bad behaviour easier.
  • To stay 1 minute longer so they can be unhooked, preventing them to deny altruism points to the other survivors.
  • To play the game after being unhooked: some might do objectives until the killer downs them again, being useful to the other teammates. If they want to die as fast as possible they might "AFK" or run to the killer but in both worse scenarios, it's a bit more fair to the rest of the team since the killer has at least to spend some extra time re-hooking the survivor.

I'm aware that applying this would have some negative effect such as :

  • Reducing the in-game immersion: having to struggle/spam a key on the keyboard or a button on a controller creates kind of an intense moment
  • Reducing the strategy: sometimes it's beneficial for the team if you die, for intense
  • --> someone is getting chased and tries to reach the hatch but it's closed because you're still alive.
  • --> the killer is hard camping you with insidious in the basement, doors are open, you see that your mates are coming to save you but you don't want them to die too so you stop struggle and die, forcing them to escape.
  • --> and so on...

To sum up, there are pros and cons but overall it might be an idea to try (in PTB ?) since the in-game immersion it brings isn't as beneficial to the game as preventing people to ruin the experience of others, and the situations where it would be a strategic option to actually not struggle on the hook are quite limited and happen way less often than the number of people killing themselves right now for no reason except being toxic.

Comments

  • TAG
    TAG Member Posts: 12,871

    I don't like the idea of not allowing someone the option to die so their teammate can take the Hatch.

  • Nhastraze
    Nhastraze Member Posts: 5
    edited September 2019

    Yes, it's the main drawback.

    Do you have any other idea to prevent people to kill themselves on the hook for no reason? Because when someone doesn't struggle on the first hook after a failed attempt to escape stage 1 and die in 5 seconds, denying altruism points to the 3 other survivors, the game goes from 1v4 to 1v3 and it becomes quite harder to survive and pip even if you play decently.

    I wouldn't mind if someone can tell me that the game already auto-detect this kind of behaviour but I'm not really sure about it. Obviously there is the report system at the end that I use but it doesn't seem to be enough to dissuade them to stop.

  • aazimuth
    aazimuth Member Posts: 190

    What's wrong with people killing themselves on first hook. If someone isn't having fun why not let them leave? They're already going to be punishing people for dc's once dedicated servers come out.

  • Dr_Loomis
    Dr_Loomis Member Posts: 3,703
    edited September 2019

    Never understood rage quitting on the hook (or any time for that matter). Messes it up for the whole team.

  • Nhastraze
    Nhastraze Member Posts: 5
    edited September 2019

    What is wrong is that it impacts negatively on the game and not having fun 1 trial isn't a reason to let you die on the first hook, because it's part of the game : survivors can't expect the killer to play by their rules, to be friendly or not camping. It is basically a rage quit without dcing. It messes it up for the whole team especially if it happens very early. I wouldn't mind if this kind of behaviour was a rare occurrence but it seems like it's not (especially at higher ranks).

    The main issue is that with the report system it still happens too often and even if they are punished as best as possible it seems to be not enough so it might be better to prevent it instead.

    I can understand that it's annoying to be the first survivor hooked or to rely on your team when you don't want to but deteriorate the game experience for the other players isn't something we should be ok with. This game was thought to be a 1v4 asymmetrical game, not 1v3 in 30 seconds-1 minute because someone "isn't having fun" even though the game is far from over for them.

    Still, I would like to know how dedicated servers will improve that since they already have an in-game report system and can auto-detect people who disconnect. For me, dedicated servers will only improve the stability of the game but I might be wrong.