Greater Punishment for Disconnecting
Disconnections whether they are from pulling the plug, leaving the match, or Alt+F4, need to be punished more than just losing two insignificant pips.
Everyone - even the devs - know that 'rank means nothing' so why is a double-depip the only punishment you get for disconnecting from the game?
The reason I've brought forward this topic is due to how much I've been getting affected by consistent disconnections, and I have noticed the effects of players leaving the match happening to both sides.
If anything, disconnecting merely punishes those who are still in the game - it doesn't punish the player who disconnects.
Let's look at it from the Survivors' perspective;
Scenario 1 - the Killer has Dying Light. The Obsession disconnects from the game because he missed his Decisive Strike or because he was being tunneled by the Killer. The rest of the Survivors suffer a 25% action speed penalty for the rest of the game because the Obsession disconnected.
Scenario 2 - two Survivors disconnect when no generators are completed, because they rushed the hook and got pulled off and hooked themselves while the Killer was there. The person on the hook dies and I'm the only one left in the trial. All that I can do is hope that the Killer is merciful and wants to farm before killing me or letting me go. If that isn't the case, then I last as long as I can, hiding and standing no chance, until I die.
Scenario 3 - You go to save someone on the hook. The Killer is not too far behind you, as you dropped a pallet to delay them. You go to save the hooked Survivor while the Killer is stunned and breaking the pallet, but they disconnect before you reach them. For a moment you're confused and you keep trying to save the Survivor, not realising what actually happened yet, but for that very moment of confusion, the Killer has closed enough distance to lay their second hit on you and put you down.
Now the Killer's perspective;
Scenario 1 - the Obsession, made so by Save The Best For Last, leaves when you spent all your tokens putting him on the ground and slugging him for a moment so you can maybe farm more tokens from the other Survivors before killing the Obsession to keep them. The Obsession disconnects, leaving you with no tokens to begin with, giving the Killer a null perk.
Scenario 2 - You down a Survivor. You are about to hook them for the BBQ & Chili stack, or for Devour Hope, but they disconnect before you get them on the hook. You are robbed of 25% of the bloodpoints you would have gotten for the trial, and you must hunt for the rest of the Survivors as you didn't get to put them on the hook to see the auras. Or, you are robbed of up to two tokens that would have potentially allowed you to start oneshotting and eventually killing Survivors by your own hand.
Scenario 3 - The last two Survivors in the trial. One generator left, and they're all too close for the Survivors to repair, as you patrol between them all. One Survivor disconnects and the hatch opens. As soon as this happens, the other one escapes the trial by that same hatch. The first Survivor disconnected as they both found the hatch, and one let the other one escape by essentially suiciding.
These are only a few of the scenarios in which disconnecting seriously affects the game. Disconnecting being punished, should punish the person who disconnected, not the ones who didn't.
For that reason, I propose an idea;
If a Survivor or Killer disconnects, they are banned from playing as Killer or Survivor (whichever one they disconnected as), or both modes for one hour in real time. If you're going to disconnect, better make sure you have a good reason and make sure you have a backup game to play for the next hour.
If you disconnect as the Obsession, you are banned for three hours, due to how significant the role of Obsession is in most trials. You doom your team into losing 25% action speed, or the Killer loses their ability to gain or lose Save The Best For Last tokens, stuck at 0, and so on.
This ban will not scale up for subsequent disconnections, nor should it progress into a permanent ban with consistent disconnections, unless absolutely necessary (ie, the already-in-place auto-ban where if you disconnect for 80% of games before the next season, you are banned automatically).
Also if you disconnect, your character doesn't automatically die in the game. They can be downed in one shot and will die instantly upon being hooked, but will not bleed out. This will allow the Killer to at least get their Devour Hope, Huntress' Lullaby, or BBQ and Chili stacks, as well as preventing an instant hatch-open and escape for the other Survivors.
While this may encourage Survivors to essentially throw themselves into the Killer so he can rebound them into a hook for them to leave, this would at least allow the Killer to gain all of their points for sacrifice, stacks for perks, and so on. An hour's ban is a much better punishment than losing two pips of a mechanic that 'means nothing'.
Comments
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Commenting as I don’t see it in the General Discussions category even though I just posted it.1
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I've said it once and I'll say it again.
Start tacking on a -75% blood point penalty on all future games. Meaning, every time you finish a match you'll only get 25% of what you would have earned.
This penalty will persist until the player shows they can stay for an entire game. Usually by completing a certain number of matches without leaving.
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@Mister_Holdout said:
I've said it once and I'll say it again.Start tacking on a -75% blood point penalty on all future games. Meaning, every time you finish a match you'll only get 25% of what you would have earned.
This penalty will persist until the player shows they can stay for an entire game. Usually by completing a certain number of matches without leaving.
For someone who has unlocked everything he needs already, a BP punishment is completely pointles.
Take me for example. I have all perks unlocked and a survivor P3, I play without items usually, so I dont need to spend a penny when playing survivor.Your kind of DC penatly wouldnt hurt me at all when I paly survivor. In fact such a penatly could be easily exploited by starting a few games and instantly suiciding to get rid of the BP penatly (if you care about BP)
There is a reason why every game uses a queue time penatly for DCing, it literally is the best and easiest way to tackle this problem
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@Judgement said:
Disconnections whether they are from pulling the plug, leaving the match, or Alt+F4, need to be punished more than just losing two insignificant pips.
Everyone - even the devs - know that 'rank means nothing' so why is a double-depip the only punishment you get for disconnecting from the game?
The reason I've brought forward this topic is due to how much I've been getting affected by consistent disconnections, and I have noticed the effects of players leaving the match happening to both sides.
If anything, disconnecting merely punishes those who are still in the game - it doesn't punish the player who disconnects.Let's look at it from the Survivors' perspective;
Scenario 1 - the Killer has Dying Light. The Obsession disconnects from the game because he missed his Decisive Strike or because he was being tunneled by the Killer. The rest of the Survivors suffer a 25% action speed penalty for the rest of the game because the Obsession disconnected.
Scenario 2 - two Survivors disconnect when no generators are completed, because they rushed the hook and got pulled off and hooked themselves while the Killer was there. The person on the hook dies and I'm the only one left in the trial. All that I can do is hope that the Killer is merciful and wants to farm before killing me or letting me go. If that isn't the case, then I last as long as I can, hiding and standing no chance, until I die.
Scenario 3 - You go to save someone on the hook. The Killer is not too far behind you, as you dropped a pallet to delay them. You go to save the hooked Survivor while the Killer is stunned and breaking the pallet, but they disconnect before you reach them. For a moment you're confused and you keep trying to save the Survivor, not realising what actually happened yet, but for that very moment of confusion, the Killer has closed enough distance to lay their second hit on you and put you down.Now the Killer's perspective;
Scenario 1 - the Obsession, made so by Save The Best For Last, leaves when you spent all your tokens putting him on the ground and slugging him for a moment so you can maybe farm more tokens from the other Survivors before killing the Obsession to keep them. The Obsession disconnects, leaving you with no tokens to begin with, giving the Killer a null perk.
Scenario 2 - You down a Survivor. You are about to hook them for the BBQ & Chili stack, or for Devour Hope, but they disconnect before you get them on the hook. You are robbed of 25% of the bloodpoints you would have gotten for the trial, and you must hunt for the rest of the Survivors as you didn't get to put them on the hook to see the auras. Or, you are robbed of up to two tokens that would have potentially allowed you to start oneshotting and eventually killing Survivors by your own hand.
Scenario 3 - The last two Survivors in the trial. One generator left, and they're all too close for the Survivors to repair, as you patrol between them all. One Survivor disconnects and the hatch opens. As soon as this happens, the other one escapes the trial by that same hatch. The first Survivor disconnected as they both found the hatch, and one let the other one escape by essentially suiciding.These are only a few of the scenarios in which disconnecting seriously affects the game. Disconnecting being punished, should punish the person who disconnected, not the ones who didn't.
For that reason, I propose an idea;
If a Survivor or Killer disconnects, they are banned from playing as Killer or Survivor (whichever one they disconnected as), or both modes for one hour in real time. If you're going to disconnect, better make sure you have a good reason and make sure you have a backup game to play for the next hour.
If you disconnect as the Obsession, you are banned for three hours, due to how significant the role of Obsession is in most trials. You doom your team into losing 25% action speed, or the Killer loses their ability to gain or lose Save The Best For Last tokens, stuck at 0, and so on.
This ban will not scale up for subsequent disconnections, nor should it progress into a permanent ban with consistent disconnections, unless absolutely necessary (ie, the already-in-place auto-ban where if you disconnect for 80% of games before the next season, you are banned automatically).
Also if you disconnect, your character doesn't automatically die in the game. They can be downed in one shot and will die instantly upon being hooked, but will not bleed out. This will allow the Killer to at least get their Devour Hope, Huntress' Lullaby, or BBQ and Chili stacks, as well as preventing an instant hatch-open and escape for the other Survivors.While this may encourage Survivors to essentially throw themselves into the Killer so he can rebound them into a hook for them to leave, this would at least allow the Killer to gain all of their points for sacrifice, stacks for perks, and so on. An hour's ban is a much better punishment than losing two pips of a mechanic that 'means nothing'.
The survivor-killer side bann is quite interesting, would maybe force them to paly the other role once.
However I believe 1 hour for the 1st DC is too much, it should be a time penatly that grows with the amount you DC in a set time and should reset after set time. (first DC 5 mins, 2nd 15 etc)2 -
@Master said:
@Mister_Holdout said:
I've said it once and I'll say it again.Start tacking on a -75% blood point penalty on all future games. Meaning, every time you finish a match you'll only get 25% of what you would have earned.
This penalty will persist until the player shows they can stay for an entire game. Usually by completing a certain number of matches without leaving.
For someone who has unlocked everything he needs already, a BP punishment is completely pointles.
Take me for example. I have all perks unlocked and a survivor P3, I play without items usually, so I dont need to spend a penny when playing survivor.Your kind of DC penatly wouldnt hurt me at all when I paly survivor. In fact such a penatly could be easily exploited by starting a few games and instantly suiciding to get rid of the BP penatly (if you care about BP)
There is a reason why every game uses a queue time penatly for DCing, it literally is the best and easiest way to tackle this problem
You mean you don't spend blood points anymore?
Because I would think blood points are always useful.
That said, you have a point. People with thousands of hours could probably rely on their reserves to keep them going while the penalty is in effect.
Perhaps adding a time penalty in addition to the blood point penalty is the best course.
A time penalty by itself could work too. Just not sure how you would implement it. I can't recall playing any games that used time penalties (at least that I can remember).
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@Mister_Holdout said:
@Master said:
@Mister_Holdout said:
I've said it once and I'll say it again.Start tacking on a -75% blood point penalty on all future games. Meaning, every time you finish a match you'll only get 25% of what you would have earned.
This penalty will persist until the player shows they can stay for an entire game. Usually by completing a certain number of matches without leaving.
For someone who has unlocked everything he needs already, a BP punishment is completely pointles.
Take me for example. I have all perks unlocked and a survivor P3, I play without items usually, so I dont need to spend a penny when playing survivor.Your kind of DC penatly wouldnt hurt me at all when I paly survivor. In fact such a penatly could be easily exploited by starting a few games and instantly suiciding to get rid of the BP penatly (if you care about BP)
There is a reason why every game uses a queue time penatly for DCing, it literally is the best and easiest way to tackle this problem
You mean you don't spend blood points anymore?
Because I would think blood points are always useful.
That said, you have a point. People with thousands of hours could probably rely on their reserves to keep them going while the penalty is in effect.
Perhaps adding a time penalty in addition to the blood point penalty is the best course.
A time penalty by itself could work too. Just not sure how you would implement it. I can't recall playing any games that used time penalties (at least that I can remember).
I only spend BP for killers. If I were a survivor main player, exclusivly playing survivor. I wouldnt need any BP at all. But on the other hand, if I would only play survivor I would probably want those juicy insta heals etc^^
Just to name a few popular games using time penatlies for DCing:
leauge of legends, dota
CSGO, rainbow six or rocket leauge0 -
@Master said:
@Mister_Holdout said:
@Master said:
@Mister_Holdout said:
I've said it once and I'll say it again.Start tacking on a -75% blood point penalty on all future games. Meaning, every time you finish a match you'll only get 25% of what you would have earned.
This penalty will persist until the player shows they can stay for an entire game. Usually by completing a certain number of matches without leaving.
For someone who has unlocked everything he needs already, a BP punishment is completely pointles.
Take me for example. I have all perks unlocked and a survivor P3, I play without items usually, so I dont need to spend a penny when playing survivor.Your kind of DC penatly wouldnt hurt me at all when I paly survivor. In fact such a penatly could be easily exploited by starting a few games and instantly suiciding to get rid of the BP penatly (if you care about BP)
There is a reason why every game uses a queue time penatly for DCing, it literally is the best and easiest way to tackle this problem
You mean you don't spend blood points anymore?
Because I would think blood points are always useful.
That said, you have a point. People with thousands of hours could probably rely on their reserves to keep them going while the penalty is in effect.
Perhaps adding a time penalty in addition to the blood point penalty is the best course.
A time penalty by itself could work too. Just not sure how you would implement it. I can't recall playing any games that used time penalties (at least that I can remember).
I only spend BP for killers. If I were a survivor main player, exclusivly playing survivor. I wouldnt need any BP at all. But on the other hand, if I would only play survivor I would probably want those juicy insta heals etc^^
Just to name a few popular games using time penatlies for DCing:
leauge of legends, dota
CSGO, rainbow six or rocket leaugeYep, haven't played those games xD
Well, I played a little CS GO.
The blood point penalty idea came from Overwatch. I got the penalty one time and I remember what an impact it had on me.
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Master said:
@Judgement said:
Disconnections whether they are from pulling the plug, leaving the match, or Alt+F4, need to be punished more than just losing two insignificant pips.
Everyone - even the devs - know that 'rank means nothing' so why is a double-depip the only punishment you get for disconnecting from the game?
The reason I've brought forward this topic is due to how much I've been getting affected by consistent disconnections, and I have noticed the effects of players leaving the match happening to both sides.
If anything, disconnecting merely punishes those who are still in the game - it doesn't punish the player who disconnects.Let's look at it from the Survivors' perspective;
Scenario 1 - the Killer has Dying Light. The Obsession disconnects from the game because he missed his Decisive Strike or because he was being tunneled by the Killer. The rest of the Survivors suffer a 25% action speed penalty for the rest of the game because the Obsession disconnected.
Scenario 2 - two Survivors disconnect when no generators are completed, because they rushed the hook and got pulled off and hooked themselves while the Killer was there. The person on the hook dies and I'm the only one left in the trial. All that I can do is hope that the Killer is merciful and wants to farm before killing me or letting me go. If that isn't the case, then I last as long as I can, hiding and standing no chance, until I die.
Scenario 3 - You go to save someone on the hook. The Killer is not too far behind you, as you dropped a pallet to delay them. You go to save the hooked Survivor while the Killer is stunned and breaking the pallet, but they disconnect before you reach them. For a moment you're confused and you keep trying to save the Survivor, not realising what actually happened yet, but for that very moment of confusion, the Killer has closed enough distance to lay their second hit on you and put you down.Now the Killer's perspective;
Scenario 1 - the Obsession, made so by Save The Best For Last, leaves when you spent all your tokens putting him on the ground and slugging him for a moment so you can maybe farm more tokens from the other Survivors before killing the Obsession to keep them. The Obsession disconnects, leaving you with no tokens to begin with, giving the Killer a null perk.
Scenario 2 - You down a Survivor. You are about to hook them for the BBQ & Chili stack, or for Devour Hope, but they disconnect before you get them on the hook. You are robbed of 25% of the bloodpoints you would have gotten for the trial, and you must hunt for the rest of the Survivors as you didn't get to put them on the hook to see the auras. Or, you are robbed of up to two tokens that would have potentially allowed you to start oneshotting and eventually killing Survivors by your own hand.
Scenario 3 - The last two Survivors in the trial. One generator left, and they're all too close for the Survivors to repair, as you patrol between them all. One Survivor disconnects and the hatch opens. As soon as this happens, the other one escapes the trial by that same hatch. The first Survivor disconnected as they both found the hatch, and one let the other one escape by essentially suiciding.These are only a few of the scenarios in which disconnecting seriously affects the game. Disconnecting being punished, should punish the person who disconnected, not the ones who didn't.
For that reason, I propose an idea;
If a Survivor or Killer disconnects, they are banned from playing as Killer or Survivor (whichever one they disconnected as), or both modes for one hour in real time. If you're going to disconnect, better make sure you have a good reason and make sure you have a backup game to play for the next hour.
If you disconnect as the Obsession, you are banned for three hours, due to how significant the role of Obsession is in most trials. You doom your team into losing 25% action speed, or the Killer loses their ability to gain or lose Save The Best For Last tokens, stuck at 0, and so on.
This ban will not scale up for subsequent disconnections, nor should it progress into a permanent ban with consistent disconnections, unless absolutely necessary (ie, the already-in-place auto-ban where if you disconnect for 80% of games before the next season, you are banned automatically).
Also if you disconnect, your character doesn't automatically die in the game. They can be downed in one shot and will die instantly upon being hooked, but will not bleed out. This will allow the Killer to at least get their Devour Hope, Huntress' Lullaby, or BBQ and Chili stacks, as well as preventing an instant hatch-open and escape for the other Survivors.While this may encourage Survivors to essentially throw themselves into the Killer so he can rebound them into a hook for them to leave, this would at least allow the Killer to gain all of their points for sacrifice, stacks for perks, and so on. An hour's ban is a much better punishment than losing two pips of a mechanic that 'means nothing'.
The survivor-killer side bann is quite interesting, would maybe force them to paly the other role once.
However I believe 1 hour for the 1st DC is too much, it should be a time penatly that grows with the amount you DC in a set time and should reset after set time. (first DC 5 mins, 2nd 15 etc)
If you get a five minute ban you can go treat yourself to a wank in the shower and come back as if nothing happened, straight into the next game.
Considering how SIGNIFICANTLY a disconnection affects the game, the ban should be about as significant.
One hour’s ban at base, three hours for the obsession.Mister_Holdout said:@Master said:
@Mister_Holdout said:
I've said it once and I'll say it again.Start tacking on a -75% blood point penalty on all future games. Meaning, every time you finish a match you'll only get 25% of what you would have earned.
This penalty will persist until the player shows they can stay for an entire game. Usually by completing a certain number of matches without leaving.
For someone who has unlocked everything he needs already, a BP punishment is completely pointles.
Take me for example. I have all perks unlocked and a survivor P3, I play without items usually, so I dont need to spend a penny when playing survivor.Your kind of DC penatly wouldnt hurt me at all when I paly survivor. In fact such a penatly could be easily exploited by starting a few games and instantly suiciding to get rid of the BP penatly (if you care about BP)
There is a reason why every game uses a queue time penatly for DCing, it literally is the best and easiest way to tackle this problem
You mean you don't spend blood points anymore?
Because I would think blood points are always useful.
That said, you have a point. People with thousands of hours could probably rely on their reserves to keep them going while the penalty is in effect.
Perhaps adding a time penalty in addition to the blood point penalty is the best course.
A time penalty by itself could work too. Just not sure how you would implement it. I can't recall playing any games that used time penalties (at least that I can remember).
It’d only serve to punish newer players with much to unlock, and not the players with 20 purple flashlights and every perk on every character.
An hour’s ban would not only affect older players equally to newer players, but it would massively discourage newer players from disconnecting so frequently, which we all know the noobs do a lot in their first month or so of playing.0 -
@Judgement said:
Master said:@Judgement said:
Disconnections whether they are from pulling the plug, leaving the match, or Alt+F4, need to be punished more than just losing two insignificant pips.
Everyone - even the devs - know that 'rank means nothing' so why is a double-depip the only punishment you get for disconnecting from the game?
The reason I've brought forward this topic is due to how much I've been getting affected by consistent disconnections, and I have noticed the effects of players leaving the match happening to both sides.
If anything, disconnecting merely punishes those who are still in the game - it doesn't punish the player who disconnects.
Let's look at it from the Survivors' perspective;
Scenario 1 - the Killer has Dying Light. The Obsession disconnects from the game because he missed his Decisive Strike or because he was being tunneled by the Killer. The rest of the Survivors suffer a 25% action speed penalty for the rest of the game because the Obsession disconnected.
Scenario 2 - two Survivors disconnect when no generators are completed, because they rushed the hook and got pulled off and hooked themselves while the Killer was there. The person on the hook dies and I'm the only one left in the trial. All that I can do is hope that the Killer is merciful and wants to farm before killing me or letting me go. If that isn't the case, then I last as long as I can, hiding and standing no chance, until I die.
Scenario 3 - You go to save someone on the hook. The Killer is not too far behind you, as you dropped a pallet to delay them. You go to save the hooked Survivor while the Killer is stunned and breaking the pallet, but they disconnect before you reach them. For a moment you're confused and you keep trying to save the Survivor, not realising what actually happened yet, but for that very moment of confusion, the Killer has closed enough distance to lay their second hit on you and put you down.
Now the Killer's perspective;
Scenario 1 - the Obsession, made so by Save The Best For Last, leaves when you spent all your tokens putting him on the ground and slugging him for a moment so you can maybe farm more tokens from the other Survivors before killing the Obsession to keep them. The Obsession disconnects, leaving you with no tokens to begin with, giving the Killer a null perk.
Scenario 2 - You down a Survivor. You are about to hook them for the BBQ & Chili stack, or for Devour Hope, but they disconnect before you get them on the hook. You are robbed of 25% of the bloodpoints you would have gotten for the trial, and you must hunt for the rest of the Survivors as you didn't get to put them on the hook to see the auras. Or, you are robbed of up to two tokens that would have potentially allowed you to start oneshotting and eventually killing Survivors by your own hand.
Scenario 3 - The last two Survivors in the trial. One generator left, and they're all too close for the Survivors to repair, as you patrol between them all. One Survivor disconnects and the hatch opens. As soon as this happens, the other one escapes the trial by that same hatch. The first Survivor disconnected as they both found the hatch, and one let the other one escape by essentially suiciding.
These are only a few of the scenarios in which disconnecting seriously affects the game. Disconnecting being punished, should punish the person who disconnected, not the ones who didn't.
For that reason, I propose an idea;
If a Survivor or Killer disconnects, they are banned from playing as Killer or Survivor (whichever one they disconnected as), or both modes for one hour in real time. If you're going to disconnect, better make sure you have a good reason and make sure you have a backup game to play for the next hour.
If you disconnect as the Obsession, you are banned for three hours, due to how significant the role of Obsession is in most trials. You doom your team into losing 25% action speed, or the Killer loses their ability to gain or lose Save The Best For Last tokens, stuck at 0, and so on.
This ban will not scale up for subsequent disconnections, nor should it progress into a permanent ban with consistent disconnections, unless absolutely necessary (ie, the already-in-place auto-ban where if you disconnect for 80% of games before the next season, you are banned automatically).
Also if you disconnect, your character doesn't automatically die in the game. They can be downed in one shot and will die instantly upon being hooked, but will not bleed out. This will allow the Killer to at least get their Devour Hope, Huntress' Lullaby, or BBQ and Chili stacks, as well as preventing an instant hatch-open and escape for the other Survivors.
While this may encourage Survivors to essentially throw themselves into the Killer so he can rebound them into a hook for them to leave, this would at least allow the Killer to gain all of their points for sacrifice, stacks for perks, and so on. An hour's ban is a much better punishment than losing two pips of a mechanic that 'means nothing'.
The survivor-killer side bann is quite interesting, would maybe force them to paly the other role once.
However I believe 1 hour for the 1st DC is too much, it should be a time penatly that grows with the amount you DC in a set time and should reset after set time. (first DC 5 mins, 2nd 15 etc)
Not going for scaling durations was because of how meagre the punishments are for the first few.
If you get a five minute ban you can go treat yourself to a wank in the shower and come back as if nothing happened, straight into the next game.
Considering how SIGNIFICANTLY a disconnection affects the game, the ban should be about as significant.
One hour’s ban at base, three hours for the obsession.
Mister_Holdout said:@Master said:
@Mister_Holdout said:
I've said it once and I'll say it again.
Start tacking on a -75% blood point penalty on all future games. Meaning, every time you finish a match you'll only get 25% of what you would have earned.
This penalty will persist until the player shows they can stay for an entire game. Usually by completing a certain number of matches without leaving.
For someone who has unlocked everything he needs already, a BP punishment is completely pointles.
Take me for example. I have all perks unlocked and a survivor P3, I play without items usually, so I dont need to spend a penny when playing survivor.
Your kind of DC penatly wouldnt hurt me at all when I paly survivor. In fact such a penatly could be easily exploited by starting a few games and instantly suiciding to get rid of the BP penatly (if you care about BP)
There is a reason why every game uses a queue time penatly for DCing, it literally is the best and easiest way to tackle this problem
You mean you don't spend blood points anymore?
Because I would think blood points are always useful.
That said, you have a point. People with thousands of hours could probably rely on their reserves to keep them going while the penalty is in effect.
Perhaps adding a time penalty in addition to the blood point penalty is the best course.
A time penalty by itself could work too. Just not sure how you would implement it. I can't recall playing any games that used time penalties (at least that I can remember).
The fact that players who’ve been around for a long enough time, or toxic players who only played to be toxic, don’t really need BP, that’s why a BP punishment would be just as useless as a depip.
It’d only serve to punish newer players with much to unlock, and not the players with 20 purple flashlights and every perk on every character.
An hour’s ban would not only affect older players equally to newer players, but it would massively discourage newer players from disconnecting so frequently, which we all know the noobs do a lot in their first month or so of playing.Considering how easily the game crashes or you can actually being hold hostage, the first DC has to have very low consequences.
5 minutes is totally fine if you ask meWe should punish players who DC regularly, not those who DC once or twice a week.
From my own experience, those players who ruin games by DCing would even DC more than several times in a single day. They either have to change their behaviour or they will face massive queue time punishments and finally a soft bann
One pattern I would suggest for example (keep in mind, DBD crashes and has exploits, also there is no casual mode)
1. 5min
2. 15 min
3. 30 min
4. 1 hour
5. 2 hour
6. 4 hour
7. 1 day
8. case gets handed over to devsReset that timer each week
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Same Topic, other Thread, other/same Ideas
https://forum.deadbydaylight.com/en/discussion/comment/97681#Comment_97681
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needs to be a DC system in place that locks out abusers and bans those who take it to the extreme.
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I agree with the above, I get random game booted/DC at least once a day on both console and PC so having to sit an hour would quickly make me just shelve the game. Having to rely on whatever janky internet the killer has makes it a toss of the dice. I do agree there needs to be something that scales though.
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You might want ... ANY PUNISHMENT for disconnecting.
1 -
I'll say the same thing I always say on the matter. I think a time ban that grows with each time you DC is the best way to go. Start with five minutes, then ten, then fifteen, and so on until they're banned until the rank reset. This way, I think it discourages DCing without being to debilitating on someone who's internet might've went out.
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ShrimpTwiggs said:
I'll say the same thing I always say on the matter. I think a time ban that grows with each time you DC is the best way to go. Start with five minutes, then ten, then fifteen, and so on until they're banned until the rank reset. This way, I think it discourages DCing without being to debilitating on someone who's internet might've went out.
But I agree - if you disconnect enough to be banned until rank reset, at least that’ll stop you from ruining more games for a while.0 -
DC are a weird thing huh. Anger can allow them to exist. Sometimes it's just life problems. They need a punishment but not be overreacting.
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In some games, leavers or DC's are punished in game, which actually allows the game to punish these things on consoles. I think the devs need to implement this in the game build so these people who are essentially having a tantrum they missed their DS, or they got caught etc would actually be discouraged.0
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@Judgement said:
Disconnections whether they are from pulling the plug, leaving the match, or Alt+F4, need to be punished more than just losing two insignificant pips.Oh yeah, let's punish everyone leaving a match. Let's punish me for instance, that I had to leave 3-4 matches in a row yesterday after the update because the game woul crash or freeze. Let's punish me for all the times crashes or freezes forced me to shut own the game.
Would I deserve the penalty? I don't think so.
Can you tell the difference between me and a toxic DCer? I don't think so.I don't think there's any solution to that period. Maybe an algorhytm to complete a gen in case of early DCs, that would be the only decent solution.
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I don't want to be punished for DC'ing when I get trapped inside of a locker or any of the various other bugs.0
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@Doc_W__HOLLIDAY said:
I don't want to be punished for DC'ing when I get trapped inside of a locker or any of the various other bugs.You cant wait 5 minutes after that bug? Get a cofee or sth like that, dont act like its happening every 2nd game, but truth is that right now it can happen very well that there is a DC every 2nd game
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@Doc_W__HOLLIDAY said:
I don't want to be punished for DC'ing when I get trapped inside of a locker or any of the various other bugs.Unless a bug that makes you invulnerable happens in the vast majority of games, you're not going to be banned. And if such bugs do happen in the vast majority of your games, your hardware is part of the problem.
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Master said:
@Doc_W__HOLLIDAY said:
I don't want to be punished for DC'ing when I get trapped inside of a locker or any of the various other bugs.You cant wait 5 minutes after that bug? Get a cofee or sth like that, dont act like its happening every 2nd game, but truth is that right now it can happen very well that there is a DC every 2nd game
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Orion said:
@Doc_W__HOLLIDAY said:
I don't want to be punished for DC'ing when I get trapped inside of a locker or any of the various other bugs.Unless a bug that makes you invulnerable happens in the vast majority of games, you're not going to be banned. And if such bugs do happen in the vast majority of your games, your hardware is part of the problem.
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There should be some form of lobbyban so that you'd have delay that you can't relobby. Since there is already lines of code to set timers on creating lobbies (after exiting swf or killer lobby you have 5s wait), it shouldn't be too hard to put a say 5min/15min/1h dc wait penalty. And this would reset around every hour or so that even if you play a full game in between you couldnt dc again. System that is in LoL pretty much.
Whats good about this too is that if u get the initial 5min for connection issue dc(sudden wifi disconnection etc.), you can simply take that time to troubleshoot your internet connection.
And if a player has too bad connection to play reliably, punishing him isn't wrong. Since those connection issues affect other players too.
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Why not instead of punishing DC make it more rewarding not to DC in the match.
Like every 10 fully done (either 10 mins of gameplay or until everyone dies/escapes) you get 100000 K BP that get reset when YOU dc ( the tokens would stay the same if the killer DC's though for the survivors or if the killer does not connect in the loading screen for both)
And add a time penalty for like each token you DONT have you get a day with 25% or similar less BP gains. Until the days pass you'd get that plus you cant get more tokens no matter what.
What do you guys think?
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@pauloandrade22 said:
Why not instead of punishing DC make it more rewarding not to DC in the match.Like every 10 fully done (either 10 mins of gameplay or until everyone dies/escapes) you get 100000 K BP that get reset when YOU dc ( the tokens would stay the same if the killer DC's though for the survivors or if the killer does not connect in the loading screen for both)
And add a time penalty for like each token you DONT have you get a day with 25% or similar less BP gains. Until the days pass you'd get that plus you cant get more tokens no matter what.
What do you guys think?
Love it. That'd make it great for players who haven't played in a while as well.
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@Orion said:
@pauloandrade22 said:
Why not instead of punishing DC make it more rewarding not to DC in the match.Like every 10 fully done (either 10 mins of gameplay or until everyone dies/escapes) you get 100000 K BP that get reset when YOU dc ( the tokens would stay the same if the killer DC's though for the survivors or if the killer does not connect in the loading screen for both)
And add a time penalty for like each token you DONT have you get a day with 25% or similar less BP gains. Until the days pass you'd get that plus you cant get more tokens no matter what.
What do you guys think?
Love it. That'd make it great for players who haven't played in a while as well.
Thanks.
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Tbh, I think there should be zero disconnect penalty. If there is an IRL emergency you shouldn't run the risk of being banned over it. Furthermore, it actually gives incentive not to be toxic. Don't want you killer to DC? Don't be a teabagging, toxic, flashlight spamming piece of garbage. Don't want your survivors to DC? Don't be a tunneling, slugging, hook camping hobag. Real simple. If you aren't having fun in a match no matter what side you are playing it should be your choice to DC and the rest of the group should have a vote to stay or leave system. No one should be forced to spend thier time in a match they no longer want to play. Time is life and how you spend your life is a personal decision.
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If the devs dont make a stance soon against the constant dcers i fear for DBDs future.
I used to be around 8hrs a day player, now im lucky if i play 8hrs a week.
Its very frustrating.
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I've moved on to playing other games for the most part. I still occasionally try DBD again but it's not long before the ingrained toxicity of the player community makes me realize why I moved on. DBD is the most toxic game in my library for the reasons listed in my previous post. The mechanics of the game itself encourage it and actually reward toxicity. If you remove that ability to reward toxic behavior through the way the game actually operates... IE: rewarding survivors for abusing the fact that the pick up animation makes flashlight stuns UNDODGEABLE and hook camping makes saving a fellow survivor nearly impossible then that would small things that would save the integrity of the community first and save the game itself by proxy.
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I thought dcing on PS4 was bad but I’ve started playing on pc and it is a whole lot worse. I’m at rank 17 with next to no perks, I don’t dodge because it’s tough finding games as it is at that rank, played 5 games as huntress today and I had at least 8 dcs. All the dcers had maxed out perks and were rank 15+. They get to 15 and stay there trying to bully new killers but when they are downed after tbaggin they dc. This prevents me and possibly their teammates from ranking up. But alas, they don’t have any punishment so will keep on doing so.
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