Ez way to fix the DC problem for solo Q.

1 dc = All remaining players get 25% bonus bloodpoints.

2 dc = 50%

3 dc = 100%

Comments

  • doesnt really fix anything tbh

  • @Shroompy said:

    doesnt really fix anything tbh

    What he said. More of that, getting +25% on 5-10K bloodpoints not very comforting.

  • I can't wait to get +100% on my 4k bps after 3 teammates insta DC'd and killer hooked me.

    Snarkiness aside, I don't think it would solve anything.

    I'd much rather have a surrender option to leave the match without a penalty if someone DC'd early.

  • That would make the others slightly less screwed, but it doesn’t prevent the dc from happening in the first place.

  • @EvilSerje said:

    https://forum.deadbydaylight.com/en/discussion/comment/3286697#Comment_3286697

    What he said. More of that, getting +25% on 5-10K bloodpoints not very comforting.

    exactly what I was thinking

  • I say give habitual ragequitters longer ques, and throw them in a pool with fellow habitual ragequitters. Then they can circle jerk each other in that small pool, ragequitting on each other. To get out, they’ll have to start playing their matches all the way through, consistently.

  • If you want a BP compensation for DC's don't make it percentage based, just give a solid 20 or 30k bp, then apply any bonuses you had like offerings etc.

    Only if the DC was in the first minute or two, though. If it took longer for some1 to DC you probably already have enough BP.

  • Nobody cares about points. Maybe they should just fix solo and you wouldnt have as many DCs

  • Ez way to fix it is replace the dcing survivors with bots and increase the penalty.

  • @SluggedSurvivor said:

    Nobody cares about points. Maybe they should just fix solo and you wouldnt have as many DCs

    Played 7 games last night. There were dcs in five of them. 4/5 were survivors being hard tunneled off the hook by S or A tier killers with full slowdown builds. The other was someone mad they got downed first. I don't get why killers whine about survivors dcing when they play the strongest killers with the strongest builds and still tunnel random solos off the hook. Like what do they expect?

  • IMO:

    Honestly the only thing shameful about DC's are the ones that come from SWF that are sweating and ready to verse tryhard killers.

    If a casual player is getting tunneled and smashed by a tryhard killer with iris 4 slowdowns or whatever I don't blame them for DC'ing and I won't get mad over it either. They're just being denied from playing altogether, so why stay.

    Can agree that the first offence should be 10 or 15 minutes, not 5, but if it's repeated and the DC's come from games where said survivor did not even get to play then the penalty should not get higher.

    Agreed on the bots too.

    And finally haaard agree on the fact that DC's should be looked at as to what caused them in the first place, which is more often than not bad design, followed by player entitlement and DC's due to poor killer latency (that one russian dude, sorry for the stereotype but it's often true).

  • Actual solutions:

    1. When a survivor DC's, they get the DC symbol for their portrait but their body remains in the game. This allows the killer to use them to farm hooks, and in doing so takes pressure off the other survivors, who could then choose to use them to farm rescues if they wished. Everyone ends up with more BP, no one is cheated out of hooks or hook rescues, and the remaining survivors aren't as badly affected by the sudden disappearance of a team mate.
    2. When a survivor DC's, all remaining survivors are guaranteed a black safety pip and a 5K 'Quitters Bonus' per survivor who DC'd.
  • @Shroompy said:

    doesnt really fix anything tbh

    It does fix me with BP so I take it

  • bro getting 100% from a game where you get 3k bp still only buys you a clear reagent, a bloodied blueprint, and a poopy brown medkit

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3286825#Comment_3286825

    bro getting 100% from a game where you get 3k bp still only buys you a clear reagent, a bloodied blueprint, and a poopy brown medkit

    Which is still better than getting that now without those extra %, isnt it?

  • @ShinobuSK said:

    https://forum.deadbydaylight.com/en/discussion/comment/3286828#Comment_3286828

    Which is still better than getting that now without those extra %, isnt it?

    i mean like, sure? But it still doesnt fix the issue of people dcing. Which is what this is supposed to fix

  • @Adaez said:

    Ez way to fix it is replace the dcing survivors with bots and increase the penalty.

    This, but to add to it, serial DC’s should eventually have their own matchmaking pool so they’re paired up with and against each other. That way, they won’t ruin anyones games.

  • I will talk about the Husk system under development as often as I can.

    DEVELOPER UPDATE | JUNE/JULY 2019

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/128/LZA4TNB7FCXS.png

    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. 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.


    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.

    As someone said, replacing it with a bot is more useful just by existing than a self centered useless player.

    Players who are less than bots should not play online games and deserve a bigger penalty.

    BP boosting for those left behind is not a bad idea, but those still incapable of learning about online game etiquette and morals will always continue to intentionally self-serving DC.

  • Better idea would be fix matchmaking so games aren't constantly lopsided.

  • @Adaez said:

    Ez way to fix it is replace the dcing survivors with bots and increase the penalty.

    Remove the penalty and replace the disconnected survivor with a bot

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3286752#Comment_3286752

    Agreed the bots aren't particularly efficient but they'd certainly be preferable to having nothing at all.

    I'd also make the first penalty timer at least 15 minutes, so its still quicker to finish the game than quit & wait for 5 minutes.

    Of course hook suicides will increase but thats less of an easy fix & that still gives people potential blood point earning opportunities on both sides

    "I'd also make the first penalty timer at least 15 minutes"

    Terrible idea, especially for me living in Canada where the harsh winters cause major power outages

  • @Pulsar had a really good suggestion

    Here's what he said:

    "More evidence to move forward with my idea for a bot system, it'd make everyone happy."

    "Turn off DC penalties. Have a bot replace the player who DC'd. Survivors aren't completely screwed over, people aren't held in games that they don't want to be in and Killers aren't screwed out of BP. Everybody's happy. Except for toxic people who try to get people to DC."

  • @Tsukah said:

    @Pulsar had a really good suggestion

    Here's what he said:

    "More evidence to move forward with my idea for a bot system, it'd make everyone happy."

    "Turn off DC penalties. Have a bot replace the player who DC'd. Survivors aren't completely screwed over, people aren't held in games that they don't want to be in and Killers aren't screwed out of BP. Everybody's happy. Except for toxic people who try to get people to DC."

    I can agree with replacing the person who DC's with a bot, but definitely dont remove the DC penalty.

    If i wanna play agianst bots, i will do it in customs. If i have to play against a bot because someone DCs for the sake of fairness, ok Fine that makes sense.

    However all that getting rid if the dc penalty will do is increase the rate of dc's, we have seen it everytime the dc penalty gets disabled.

    A better idea would be a reward system where after a certain number of completed games, lets say 15 games, you receive a dc token allowing you to bypass the dc penalty 1 time. These tokens would have to be hidden, so they dont get abused.

  • @I_CAME said:

    https://forum.deadbydaylight.com/en/discussion/comment/3286750#Comment_3286750

    Played 7 games last night. There were dcs in five of them. 4/5 were survivors being hard tunneled off the hook by S or A tier killers with full slowdown builds. The other was someone mad they got downed first. I don't get why killers whine about survivors dcing when they play the strongest killers with the strongest builds and still tunnel random solos off the hook. Like what do they expect?

    dc's don't count as a kill for killers and they absolutely should. I often play weak killers because I love them and it is really deflating to still get 1-2 dc's when I don't play like a dickhead. I don't tunnel, I don't camp, I don't proxy camp. Yet that isn't enough survivors still feel the need to dc and when you're trying to do challenges it can out right stop it them from completing.

    mean while when the killer happens to dc the survivors get a free escape.