About the surrender option from the Quality of Life Initiative
@Mandy said:
The Dead by Daylight team announces several roadmap updates and previews a lineup of gameplay changes, quality of life updates, and general game health improvements to come.
Dead by Daylight will be undergoing a substantial Quality of Life Initiative, which should address many longstanding concerns and frustrations our players have been experiencing.
This Initiative will take place over the course of two phases. The first runs from April to June, while the second runs from July to December. For a full look at what’s scheduled, check out the roadmap below.
https://us.v-cdn.net/6030815/uploads/WFJ7655GDGHQ/image.png
To accommodate for the scope of this Initiative, we have decided to delay several of our upcoming releases – including Chapters, Rifts, Events Modifiers, and Collections. That means there will not be a PTB tomorrow, but rest assured that we did not make this decision lightly.
We feel confident that delaying our upcoming releases to prioritize this Quality-of-Life Initiative will ultimately make Dead by Daylight stronger than ever. We’re always listening to our players, and this has been a long time coming.
Looking for a more comprehensive breakdown of everything lined up in Phase 1? We’ve got you covered.
Surrender StateThe team has been working on a Surrender feature, which should limit player frustration on both sides. To get it right, we first needed to identify the situations where its use would be most appropriate, leading us to two scenarios:
- All remaining Survivors have been slugged (Survivor)
- All remaining Survivors are bots (Killer)
Once these instances occur, players will be able to use the Surrender option, ending the Trial while retaining the Bloodpoints they’ve earned and escaping the Disconnect Penalty.
Gamma Adjustments
Dead by Daylight can get a little dark – not just thematically -- and sometimes excessive darkness can hinder playability. We’re introducing the ability to adjust Gamma settings on all platforms, allowing you to find a sweet spot without sacrificing the intended artistic direction.
“Go-Next" Prevention
The “Go-Next” expression refers to instances where a Survivor deliberately does everything in their power to quickly go to their next game – including walking up to the Killer and standing still, running to a Hook and repeatedly pointing at it, or most commonly, intentionally failing Skill Checks while on Hook.
To disincentivize and properly penalize this behavior, we’ll be implementing measures that will help us identify when a player is attempting to “Go Next.” Once identified, they’ll receive a Disconnection Penalty Point and lose an entire Grade. We’ll be keeping a close eye on this system to ensure its accuracy, but we’re confident that that this will help alleviate the issue.
On the other hand, we’d like to reward players who stick it out through those challenging matches, even when things take a dire turn. We’ll be moving forward with a new Emblem-based multiplier that grants additional Bloodpoints during your following match, with the bonus stacking over consecutive Trials.
Extreme Hiding & Body Blocking Prevention
“Extreme Hiding” refers to Survivors drawing out an unwinnable match by ignoring their objective and waiting out the clock.
To combat this, we’re changing the way AFK Crows operate, so they can more accurately identify when a player is deliberately avoiding engagement with their gameplay objective. Once a player receives Crows, their location will be immediately revealed to the Killer.
We’ll also be incorporating a feature that allows players to lose collision after receiving a third AFK Crow, which should prevent instances of Body-Block related griefing.
Map Offerings
We recognize that Map Offerings are a bit divisive; some players enjoy them, while others feel they can grant an unfair advantage. The fact that they automatically bypass both the Map and Realm repetition system can also add to that frustration.
Moving forward, Map Offerings will no longer guarantee the appearance of a given Map, but rather increase its chances by 20%. Note that they will not stack. We’re also looking to make it so Map Offerings, as well as several other types of Offerings, will remain a secret during load-in – that way, your decision to remain in the match will not be swayed by external factors.
Spawn Rules
Survivor spawn placements can have a significant impact on a Trial’s outcome, an observation that has been repeatedly recognized by our community. It’s become clear that Survivors spawning separately, and thereby covering more ground, allows them to gain a notable advantage in completing their objective.
We’re changing the default Survivor Spawn rules to ensure that each Survivor will spawn within 12 meters of one another, on the same floor (if applicable). To accomodate for this change, Shroud Offerings will be adjusted accordingly.
Improved AFK Bot Detection
Players that use AFK Bots can be frustrating to have in your Trial, and we’re working on improvements to our detection systems so that we can quickly identify and penalize them accordingly.
Bulk Bloodpoint Spending
To speed up general Bloodweb activity, we’re adding a button that will allow you to spend Bloodpoints in bulk.
Quest SystemPreviously announced last year, the Quest system is part of a larger update to The Archives and Rifts, so expect more information in an article specifically dedicated to that. For now, know that we will be reworking the Challenge system (as well as Daily Rituals) to reduce the grind, make it easier to earn rewards, and increase the overall level of fun.
Perk Loadouts & PreviewAfter a successful round of A/B testing, we’ll be allowing players to see their own Perk loadouts while in a lobby, as well as adding additional Perk loadout slots.
We believe these changes will be an overall benefit to Dead by Daylight’s health, further establishing a positive gaming environment for all our players. We’d also like to thank you for your patience and understanding during this time.
We’ll be back at our Anniversary Broadcast in May to recap Part 1 and provide deeper insight into Part 2 of our Roadmap, so keep an eye out for that announcement. In the meantime, we’re looking forward to hearing your thoughts and feedback.
Thanks for spending time in The Fog,
The Dead by Daylight Team.
I would comment on the actual post, but it doesn't allow comments. I would like to share feedback on the surrender part. The post states:
"The team has been working on a Surrender feature, which should limit player frustration on both sides. To get it right, we first needed to identify the situations where its use would be most appropriate, leading us to two scenarios:
- All remaining Survivors have been slugged (Survivor)
- All remaining Survivors are bots (Killer)
Once these instances occur, players will be able to use the Surrender option, ending the Trial while retaining the Bloodpoints they’ve earned and escaping the Disconnect Penalty."
The fact that it just states "ending the Trial" has me worried. Please make a Survivor surrender count as 4 sacrifices for the killer. I don't want to reward bleeding out. However, imagine you are going for adept or a tome challenge to kill all 4 Survivors, so you slug for the 4k or you even sacrifice 3 Survivors and hunt the last one, but the moment you down the last Survivor they insantly surrender (2 out of 2 or 1 out of 1 is still all remaining Survivors), making the game a "win" for you, but not granting you the tome challenge/achievement you wanted.
Adept with hatch race is already annoying, I literally lost an adept to a 4% into hatch escape once, please don't make it so that even you win fair and square a salty survivor can deny it.
Comments
If they do this then 4 man slugging will become even more of an issue because there is literally no difference to the killer between hooking and slugging.
I mean there is usually nothing stopping killers from just picking up and hooking everyone once they got the 4 man slug.
No there isn't, but there also isn't anything that encourages them to either, and if there is no effective difference between surrendered survivors and sacrificed survivors then killers who are going for a 4 man slug (arguably toxic) will probably just try and be more toxic by getting the survivors to bleed out or surrender instead of just hooking them.
This system arguably rewards 4 man slugging by making it a valid play style which will make it more prominent. This is exactly the opposite of what BHVR wants to achieve.
In my opinion, a system that would address problematic slugging (4 man slug) would be like this:
Once every survivor has been downed by the killer (not Plot Twist), each survivor gains a token. This token can be used to pick yourself up from the dying state once you have fully recovered. The token is consumed if you are go from the dying state to the injured state, or are hooked.
This is not abusable by SWF as the killer controls when it can happen, it just guarantees that the survivors have at least someone available for counter play rather than just being forced to give up.
Killer Adept achievements should be revisited once more.
They should be given when all of the following conditions are met:
+ Hooking all survivors once
+ 6 hooks or more are performed
+ 1-2 kills are completed.
This makes adepts less stressful, so there's less of a need to slug.
However, the devs did mention anti "going next". I'm assuming it can be any of the following:
Reduces the amount of times survivors have a chance to unhook, less lifebar penalty when attempting, spaced out attempts, missed skillchecks don't insta kill you anymore, etc. Maybe even remove attempts altogether unless you have a specific perk related to that. So maybe that will help with adepts too.
You basically just want to reward slugging. This is exactly the wrong mindset. But actually devs are the same, sadly. You have a totally wrong idea on whats the issue in your scenario. Not getting a reward while abusing an obnoxious killer strategy is NOT the issue. The issue would be how badly adept achievement has been implemented.
So if I want adept, get 11 hooks and 3 kills (without slugging, camping or tunneling), close the hatch, find the last Survivor at the gate and down the last survivor, and before I can pick them up they instantly surrender, then which "obnoxious killer strategy" am I abusing?
Nobody said that anything like this could happen.
I'm wondering why killers don't have a surrender option if like 3 gens pop before a hook
Necessary for the 4k is THE most unneeded component of this game, just delete it