It's officially been one year since the DC "Husk" system was announced, and we still don't have it.

@Peanits said:

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We are back with our third Developer Update, a blogpost which focuses on some of the most frequently discussed issues and the steps we are taking to resolve them, upcoming features, and general improvements coming to the game. As we have done previously, we’ll be revisiting our topics from the previous Developer Update and share our progress before jumping into new topics.

UPDATE ON PREVIOUS TOPICS

The Nightmare Rework

We have revealed new details about Freddy through the Third Anniversary livestream as well as a follow up stream this past Thursday. If you missed either of these streams, you can find the archived versions linked below.

Our team has been hard at work tweaking and polishing Freddy since our last Developer Update, and we are almost ready to share a playable version with you. The Nightmare rework will be available for testing in the Player Test Build on Tuesday, July 9th along with the other changes in the mid-chapter update, including the Springwood map rework.

Third Anniversary Livestream: https://youtu.be/JyWcUp8RcSE?t=1840

Freddy Rework Livestream: https://www.twitch.tv/videos/448233426

Matchmaking

Since the launch of the new matchmaking algorithm, we have seen far fewer reports of excessively long queues times. While we are happy with the results so far, we are continuing to investigate the remaining edge cases. The matchmaking system remains a priority for us and we will keep iterating on it until we are satisfied with the results.

Following the 3.0.0 update, many people experienced longer than normal Killer queue times. In short, the longer queue times were caused by an abnormally large number of players playing as Killer, resulting in not enough Survivors to fill their lobbies. While queue times are expected to be longer when a new chapter launches, it seems to be exacerbated when a Killer is not accompanied by a Survivor. Additionally, the Bloodhunt and subsequent Anniversary Celebration appears to have caused more people to switch sides to maximize their bloodpoint earning. We will keep these factors in mind as we move forward, but we will also be making changes to the Survivor bloodpoint scoring to help alleviate this issue in the future. More details surrounding the scoring changes can be found below.

In a future update, Survive With Friends groups will begin being matched based on the average rank of the group. This will give us better control over matchmaking and provide a more consistent experience regardless of who created the group.

Hitboxes and Hit Registration

When a Killer attacks, the game checks a cone shaped area in front of them to determine if they hit or missed a Survivor. If a Survivor is inside this area while the Killer swings their weapon, the game will register the attack as a hit.

All Killers share the same attack cone in order to maintain consistency; this ensures that your regular attacks feel the same no matter which Killer you play. From the Survivor’s perspective, this could cause some attacks to appear like they should not have hit even though the conditions were met. A Killer with a smaller weapon (such as the Hag) would have the same reach as a Killer with a large weapon (such as the Trapper). In the 3.0.0 update, we reviewed the attack animations for all Killers and modified them to match the attack cone.

This is our first step towards resolving hit registration issues; basic attacks should now more accurately reflect the size of the cone. Following this change, we will be targeting desynchronization issues. As mentioned previously, migrating to dedicated servers will give up better tools to handle desynchronization, reducing the edge cases where the Killer and Survivor feel too far apart for the hit to connect.

New Topics

Disconnection handling

With the current peer to peer system, all players are connected directly to one another. This can make it difficult to determine why someone lost connection. There are various issues that could happen between the host (the Killer) and a Survivor, causing the Survivor to lose connection. Determining who is at fault can prove very challenging on a peer to peer system since the issue could be the result of either player’s connection.

Following the migration to dedicated servers, we will be better able to detect who is at fault and handle the situation accordingly. Since all players are connected to a server rather than directly to one another, if one player experiences a connection issue, we can be sure that the connection issue lies between them and the server.

This also gives us an opportunity to strengthen the way we handle disconnections. Survivors who disconnect from a match will leave a “husk” behind. The Killer can then hook and sacrifice this husk to receive the points- and perk tokens where applicable- that they would have earned had the Survivor continued playing. Additionally, the other Survivors in the match will receive a quitter bonus to compensate for losing a teammate. Should a Killer disconnect, the match will immediately end, and the remaining Survivors will receive emblem points assuming they had healed and escaped the trial, keeping any items and add-ons they have equipped. Any offerings used will be refunded if the match is cancelled shortly after starting.

Following dedicated servers, we will shift our focus to a new system to punish disconnects. This new system will feature a growing “lock-out” timer for each time a player disconnects from a match, preventing them from re-queuing until their timer expires. Survive With Friends groups including a player who is currently locked-out will be unable to queue until the lock-out timers for all Survivors in the lobby have expired. The length of the timer gradually decreases so long as the player does not disconnect from additional matches.

While we are aiming to have this new system launch at the same time as dedicated servers, we may need to hold off until the following mid-chapter patch. We will keep you posted on our progress as soon as we have more info to share. For the time being, we will continue punishing excessive disconnectors using our existing system.

Bloodpoint Scoring Changes

One of the most consistently discussed topics throughout the years has been bloodpoint scoring and progression. Over the coming updates, we will be introducing a variety of changes to bloodpoint scoring.

We will be reviewing scoring for the Survivor side in order to bridge the gap between Survivor and Killer bloodpoint earnings. New scoring events will be added for wiggling while being carried by the Killer and for healing other Survivors with a medkit, creating new opportunities to earn bloodpoints. Survivors will also be rewarded with survival points based on how long they survive in the match. Various existing scoring events will also be revisited and tweaked to provide a more rewarding experience, including an increase to the amount of points awarded for cleansing totems. These changes will offer players more freedom to play whichever side they like without impacting their bloodpoint earnings. We will be monitoring the impact they have and continue to make changes if necessary.

This concludes the third edition of our Developer Update. We have a lot of big changes on the way and are working hard to get them in your hands as soon as possible. Hopefully we were able to address some of your top concerns, and we look forward to reading your feedback. As always, we’ll do our best to keep you posted. Until next time…

The Dead by Daylight team


"This also gives us an opportunity to strengthen the way we handle disconnections. Survivors who disconnect from a match will leave a “husk” behind. The Killer can then hook and sacrifice this husk to receive the points- and perk tokens where applicable- that they would have earned had the Survivor continued playing."


This would solve so many issues it'd not even funny.


DC's would still allow you to get a BBQ stack, pop or blood warden activation, etc. the killer has to spend time hooking the husk so the survivors get more time with the killer distracted, your BP and pips wouldn't be so screwed up if people DC, TACTICAL DISCONNECT, INCOMING!!!!! as soon as you down the third survivor to open the hatch wouldn't work anymore, people can't use the "Lmao I DC'd so you didn't actually kill me. I win, GGEZ baby killer" excuse, achievements and tome challenges wouldn't be able to be denied by survivors DCing, (I.E. the 4 basement kills one, or 4 moris, or Evil Incarnate.) etc.


Mobile literally already has bots take over when someone DC's. If they can have bots with a semi-competent AI, we should at least be able to have AI-less, stuck-in-dying-state husks.


Pretty much everything else they wanted to implement (BP bonus for survivors for a DC, the DC penalty, match being cancelled and offerings refunded for a DC-in-loading) was implemented besides the husk system.

Comments

  • From what I heard, they're going with the AI route instead of the husks, thankfully. Husks are so abusable it's not even funny.

  • @Orion said:

    From what I heard, they're going with the AI route instead of the husks, thankfully. Husks are so abusable it's not even funny.

    Either one is fine by me. I just don't want DC'd survivors becoming uninteractable wastes of matter. Like if I down the last survivor, and he DC's, I should still be able to hook him for the BBQ stack or use my cypress mori on him for a daily ritual.


    I know my language might have been harsh but waste of matter is a perfect description for the DC'd survivor body. You can't hook it, you can't mori it, you can't stalk it as Myers so the stalk-juice the survivor had is gone forever, (If you're running addons with high stalk requirements that missing stalk-juice might just prevent you from hitting EW3) you CAN look at it, you can teabag it as ghostface, but that's about it.

  • Perfect lol. Game's dying? Just replace people with bots! Noone will notice. Genius move

  • @Human said:

    Perfect lol. Game's dying? Just replace people with bots! Noone will notice. Genius move

    The number of players keeps increasing. If that's a sign of a dying game, what's a sign of a growing game?

    The point of the bots is to stop people from ruining others' games by disconnecting. Why do you think that's a bad thing?

  • it's gonna be 2 years since devs announced the ps4 optimization soon. Pretty pathetic.

  • @Human said:

    Perfect lol. Game's dying? Just replace people with bots! Noone will notice. Genius move

    Username checks out, you can't stop the machine rebellion! Skynet can't be stopped! The rise of the machines is inevitable!

    Untitled Image


    Seriously though, I think it's a good idea so a DC has less impact on the match. Technically DCing on death hook is actually the most effective tactic available when downed. You're dead anyway, so by DCing you can deny the killer a Pop activation, BBQ aura reveal, blood warden proc, (Which once happened to me) etc. as well as screw him out of points and pips.


    It's rare to see people use it offensively like that as a tactic, but it is possible to do and I've gone against a few 4-mans who would all DC on death hook despite playing very well otherwise. The Blood Warden thing I mentioned earlier happened about a year ago after a streamer had a teammate's distortion go off in the exit-gate, (Which indicates I had Blood Warden, since it shows your aura when you are in the exit gate) so he DC'd on the way to the hook to deny what would have been game-ender. THAT is pretty BS and was a literal example of a "Tactical" disconnect for a gameplay advantage.


    I don't think that should be a thing.

  • We still don't have proper matchmaking, stats screen or VOIP in the game 4 years into it so this shouldn't come as any sort of a surprise.

  • @Toybasher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1492651#Comment_1492651

    Username checks out, you can't stop the machine rebellion! Skynet can't be stopped! The rise of the machines is inevitable!

    Seriously though, I think it's a good idea so a DC has less impact on the match. Technically DCing on death hook is actually the most effective tactic available when downed. You're dead anyway, so by DCing you can deny the killer a Pop activation, BBQ aura reveal, blood warden proc, (Which once happened to me) etc. as well as screw him out of points and pips.

    It's rare to see people use it offensively like that as a tactic, but it is possible to do and I've gone against a few 4-mans who would all DC on death hook despite playing very well otherwise. The Blood Warden thing I mentioned earlier happened about a year ago after a streamer had a teammate's distortion go off in the exit-gate, (Which indicates I had Blood Warden, since it shows your aura when you are in the exit gate) so he DC'd on the way to the hook to deny what would have been game-ender. THAT is pretty BS and was a literal example of a "Tactical" disconnect for a gameplay advantage.

    I don't think that should be a thing.

    I've had so many teammates D/C to deny the Killer of points, or Survivors D/C to deny me of points that it's not even funny. And don't even get me started on the "Tactical D/C for Hatch" gamers... you'd think that the loss of points and D/C penalty would dissuade them, but I guess loss of points and a 5-minute slap on the wrist doesn't keep them from being a "pro gamer". Hopefully they get something implemented soon.

  • @Mozzie said:

    We still don't have proper matchmaking, stats screen or VOIP in the game 4 years into it so this shouldn't come as any sort of a surprise.

    IIRC the devs never had any plans for VOIP. New matchmaking is supposedly on the way.

  • IDC whether it's a husk or AI, as long as there's something that remains in the game preventing people going "lol I DCed and the hatch instantly opened for my SWF" I'll be happy.

  • @Toybasher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1492738#Comment_1492738

    IIRC the devs never had any plans for VOIP. New matchmaking is supposedly on the way.

    I don't think it's ever been mentioned but it should be in the game. I wish I could be optimistic about matchmaking but I have to go by their track record.

  • What exactly is there to exploit from a husk? Going around with Agitation? Force them to auto struggle. Killer not eliminating the husk? Have them bleed out over time. It really shouldn't be so difficult to implement.

  • Personally i just don't want to play a game with bots. I want to play against real people. If i wanted bots, i'd play a singleplayer game.

  • Personally i just don't want to play a game with bots. I want to play against real people. If i wanted bots, i'd play a singleplayer game.

  • @PyroGL said:

    What exactly is there to exploit from a husk? Going around with Agitation? Force them to auto struggle. Killer not eliminating the husk? Have them bleed out over time. It really shouldn't be so difficult to implement.

    If we assume it's basically the same as a 100% AFK survivor, unless they're put on the hook or slugged they will never die.

    Sure that gets rid of DC for hatch, but if a killer wanted to they could even choose to not hook an early "I went down I DC!" player's husk and have an insurance that the hatch won't spawn for the last actually present survivor until the husk is "dead". Unless every survivor exclusively runs a 4man they're sometimes gonna run into that sort of ragequitter.

    EDIT: Pressed post too early.

    But yeah, if they had some sort of "expiration date" I'm not too sure what the problem would be either. Sure a killer could farm STBFL stacks on them by downing them and forcing them on their feet lmao but that seems like a waste of time 😄

    I personally think even a very basic bot that can't be ignored or it will eventually progress the game is better though. Don't make them too good or anything, just something that has to actively be taken care of eventually.

  • @YaiPa said:

    it's gonna be 2 years since devs announced the ps4 optimization soon. Pretty pathetic.

    And nobody on this thread gave a damn.

    At least make the game run without turning our consoles into ######### rockets, this is the only game where it gets that loud, and not just on my ps4 too

  • @oxygen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1493758#Comment_1493758

    If we assume it's basically the same as a 100% AFK survivor, unless they're put on the hook or slugged they will never die.

    Sure that gets rid of DC for hatch, but if a killer wanted to they could even choose to not hook an early "I went down I DC!" player's husk and have an insurance that the hatch won't spawn for the last actually present survivor until the husk is "dead". Unless every survivor exclusively runs a 4man they're sometimes gonna run into that sort of ragequitter.

    EDIT: Pressed post too early.

    But yeah, if they had some sort of "expiration date" I'm not too sure what the problem would be either. Sure a killer could farm STBFL stacks on them by downing them and forcing them on their feet lmao but that seems like a waste of time 😄

    I personally think even a very basic bot that can't be ignored or it will eventually progress the game is better though. Don't make them too good or anything, just something that has to actively be taken care of eventually.

    Ideally if it's a husk, they should be "locked" into the Dying State. If you pick them up, they try to auto-wiggle free. If they wiggle free, they flop right back down into Dying. Basically no matter what they'll bleedout unless Mori'd/Hooked.


    Either a bot or husk is fine. I just don't want DC'd survivors to just instantly flop into Dead state and be uninteractable like now. People who DC deprive the killer of perk procs, BP, (The quitter bonus goes to brutality and not sacrifice) and Pips (It still counts as a kill, but IIRC you don't get the emblems for hooking them so 3-start of match DC's 1 hatch escape will make you depip). It also insta-opens the hatch which is sometimes exploited by survivors. Finally if I have a Mori daily, I have a Cypress Mori, last survivor DC's, not only do I not my get my daily or challenge done, I lost my mori offering.