Quitters

Is there anything that can be done about quitters? Specifically survivors. Been tracking it, and out of the last 461 matches, I've had 17 matches where the killer DCed. 28 matches where a survivor DCed, but on top of that, 41 matches where a survivor took their chances on hook and died. Of those, almost all were one survivor in a match giving up. There were 3 matches where two survivors quit, and they were clearly playing as a duo. That means 69 out of 461 matches where one teammate made the match unwinnable or close to it. The DC bots have helped a ton, but is there any talk of the devs trying to figure out a way to disincentivize ending it on hook?

Comments

  • yes. The devs plan to implement features against this behaviour.

    It’s described in this pinned thread here on the forums (though there will be more Details shortly before the respektive PTB):

    @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 State 

    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. 

     

    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 System 

    Previously 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 & Preview 

    After 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.  
     

  • You took stats over 461 matches. That's dedication.

    There was a lot of survivors who would dc in games against killers like Blight Nurse Skull Merchant Bubba etc.

    Now it seems to be against any killer.

    Played Clown and survivor killed themselves on first hook.

    Ghostface survivor killed themselves on first hook.

    Hardly the strongest killers.

    I don't know what the answer is to killing themselves on first hook.

    But it must be infuriating for their teammates.

  • @bazarama said:

    You took stats over 461 matches. That's dedication.

    There was a lot of survivors who would dc in games against killers like Blight Nurse Skull Merchant Bubba etc.

    Now it seems to be against any killer.

    Played Clown and survivor killed themselves on first hook.

    Ghostface survivor killed themselves on first hook.

    Hardly the strongest killers.

    I don't know what the answer is to killing themselves on first hook.

    But it must be infuriating for their teammates.

    Well thats the thing you dont see everything on killer.

    You dont see the 1-2 afks dont have crows yet since the start of the match. Or 2 people bagging and emoting at eachother while your on hook.

    Just a couple of examples where its not exactly so black and white for the person giving up.

  • Clearly the obvious fix to this is to just nerf Pig. Everyone KNOWS she's the best killer in the game, but for some reason like to pick on weakling killers like Nurse and Blight.

  • Interesting. Only 6% of games had a survivor DC? That seems to be much, much higher in my games. I’d say closer to 20%.

    Maybe it’s a regional thing?

  • I am the one who dcing or killing himself on hook, because in soloQ games in most matches you already know the result of the match in first 2 minutes and i dont want to spend ex 5-10 minutes just to entertain killers

  • I mean it shouldent matter to the devs at all concidering how most killers just tunnel out 1 person to try to gain the win before a gen gets done trying to basically call themselvs skilled because they took the match hostage as soon as we spawned in the new surrender options isn't going to change NOTHING Bbecause it only punished the sirvivours and not the killer what so ever TBH if they were that worried about QOL the hatch would spawn 2 hayches if the killer would leaves the second last survivoir on the ground to. Fully prevent and get rid of the 2 man slug on the ground to prevent hatch to spawn

  • as the great not_queen would once say SoonTM

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901368#Comment_3901368

    Then… why play at all? 2 minutes tells you everything, you're just wasting your own time. What is wrong with people?

    side note I gave one of my 5th anniversary medkits to a trapper that spared me and decided to let me have hatch on behalf of you.

  • They should make sure habitual quitters all queue up with each other and keep them out of normal queues

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901340#Comment_3901340

    They could start by changing the 1 min DC pen, that is only a symbolic punishment, and it does not send a signal that "we dont want you to DC" it actually sends the signal "yeah you can DC if u want". (this comment is not a bashing of you or what you said)

    it’s only 1 min the first time you dc. If you do it again within a not specified time after that your penalty increases each time. It starts this low because there are legitimate reasons for dc ing which shouldnt be penalized (facing cheaters, being held hostage, reallife reasons/emergencys and genuine connection loss, stuck due to bug/glitches, etc)

  • Yes, they are going to deincentivize giving up on hook. It will probably be in the form of punishing survivors for leaving and not identifying the root cause, so I don't think you'll see a change in the outcomes or effort in your games.

  • i can't wait... Yesterday it was me and 3 bots vs an absolute sweatlord artist who kept tunneling me...

  • @sethrollins said:

    I am the one who dcing or killing himself on hook, because in soloQ games in most matches you already know the result of the match in first 2 minutes and i dont want to spend ex 5-10 minutes just to entertain killers

    Let's hope the anti go next prevents people like you from repeatedly doing it time and time again. A nice long penalty would do the trick nicely.

  • Not everything can be perfect. I don't like having a game ruined by a brattie teammate killing themselves on hook, but then again I don't want to have to be stuck in a mend sim game with legion & two teammates not doing any gens after my one swf buddy has been tunnelled out.

    The devs are wrong to try to 'fix' this, there is no way their system will stop it, the 'AI' won't ever be smart enough not to punish the 'innocent' with a ton of aggravating collateral damage and the 'guilty' will just do their best with whatever rules are there at any time. Also the 'go next'ing keeps the kill rate artificially high which makes it easier for killer mains to bear the gen rushing swfs who we have to face a good proportion of the time.

    Seriously, it's like those suicide nets that exist in the Chinese factories that make our computers, the managers think the nets are the best solution to working conditions that provoke suicide rather than actually having humane working conditions. Change for change's sake is not a worthy goal in itself, but if the devs have too much time on their hands try fixing what makes the game annoying for the folk who 'go next' or if that's impossible make more cosmetics or something, this stuff about ending 'go next' and killing map offerings is seriously making me worry the game's going to get a lot worse. Most of the games now are fine in regards this, people are playing; slugging and tunnelling are bad, but the devs caused this by creating so many perks relating to hook states and guillotining every decent slow down perk because each patch cycle one slow down perk or another was 'meta'.

  • The biggest reason that I see people DC, Killer or Survivor, is because the player feels like the round is not worth playing or isn't fun. This is usually because of one of the following:

    - They feel they have no way to reach their goal in time: i.e., Survivors are popping gens super fast or Killer is getting a lot of hooks fast and the player's own side has barely started (few hooks, few gens done, etc.)
    - The other side is playing in a way that is clearly done to frustrate the other side (griefing/Bully Squads) or is playing to win as quickly as possible (Tryharding): i.e., The Survivors are a SWF that brought heavy gen progression against a low mobility M1 Killer on a large map, the Killer is a four Slowdown tunnelling Blight, the Killer is slugging really hard from the word go, the Survivors are a Sabo Squad trying to prevent the Killer from getting ANY hooks at all while hoping they're baby enough for one teammate to pump gens and leave, etc.
    - They perceive the round as a bad MMR mismatch - too easy or too hard: A Ghostface loads into a round against a really strong and skilled SWF that averages 4000+ hours, two newer players load in and their first round of the day is a really good Nurse player with 15k hours, a Comp Pinhead Main used to strong teams loads into Haddonfield against players that clearly have never faced Pinhead before, a generic group of friends loads in to find their Doctor for the round is a Shard farming bot, etc.
    - They feel "bullied" for some reason whether or not griefing is happening or not (actual rage quitting): An inexperienced player has been struggling as Legion all day and mistakenly sees any team that merely does well as being a "bully SWF", a Survivor has had the misfortune of getting a lot of tunnelling Killers recently and thus perceives even Killers who happen to catch them multiple times in the open by chance as "tunnelling", etc.
    - The other side feels the round was unfairly stacked against them with offerings or items and doesn't want to even begin the round: i.e., a percieved SWF bringing a bunch of map offerings especially maps that favor Survivor heavily, a Killer bringing an Iri Mori in an event, and so on.
    - The player gets someone or multiple someones on their team they perceive to be bad teammates or unserious in some way: i.e., A Blight in 2v8 looking for a skilled partner gets matched with a player just learning Nurse, a more serious minded SoloQ Survivor gets matched with a silly SWF or with brand new players, a player gets matched with other Survivors or AGAINST Survivors where someone throws early, etc.
    - Someone in the round is cheating, hacking, or playing in a suspicious manner: A Survivor successfully sets up Treacherous Crows but the Killer does not light up any Crows despite not being Undetectable, A Killer with an aura read build notices that one specific Survivor never lights up, speedhacking Nurse, Survivors are clearly using OBVIOUS cheat clients to make it so the Killer can never catch, pickup, down, or otherwise harm them, etc.
    - There is a bot in the round, or too many bots in the round for any reason.

    All of these come from a similar few problems, we can narrow that down to the following unfun match types:

    - Unfair: MMR mismatches, tilting the Match in one side's favor, playtime differences causing an understandable skillgap between sides, Cheaters/Hackers.
    - Unbalanced: Running only the meta or meta perks on strong Killers all the time, natural game events creating a tilt to one side or the other by chance, playing a Killer with a weaker kit against stronger Survivors by chance, bringing Meme builds against strong Killers by chance, etc.
    - Unwanted: Griefing, BM, bots, "playing to win"/tryhards vs. the majority of more casual players, general unpleasant player to player events.

    How do we fix it? Here's some ideas:

    - Unfair: More robust MMR management and fairer means of gain/loss of MMR. Removing or balancing ways one side or the other can tilt the game in their favor when stacking things like items, addons, or offerings. Ensuring anyone under the 100 hour threshold NEVER plays against anyone above that threshold while they learn the game by placing them in a stricter "Kiddie Pool MMR". More robust cheat/hack detection that is continuously updated to ensure the most common kinds of hacks are noticed as invalid and instantly ban players doing them from the game.
    - Unbalanced: Buffing perks to create more viable options for perk variety while balancing other perks that are a bit too strong. Balancing maps and tiles to be fair to even the most low mobility Killers as the bog standard, but adding a means of adjusting complexity of tiles for Killers that don't struggle with mobility or tiles as much. Buffing or balancing Killers that are low mobility by giving them more options or fixing problem areas in their kits, as well as map balancing. Disallowing too many multiples of the same perk between players in a SWF or too many of the same kind of Perk on one Killer in order to promote perk variation (NOT ideal). Prevention of weaker Killers from going against certain kinds of builds too often (also NOT ideal).
    - Unwanted: Properly defining and handling actual griefing by preventing it from the start or putting lockout timers on people who do it too often. Addressing issues with there being multiple bots in a round, and adding killer bots should the Killer DC. Adding a ranked mode and a casual mode, or making the ranked mode super easy to pip in but based on killrate or scores instead of your pips for the seasonal grade. Changing how MMR and wins are calculated to promote the idea that 4ks and escapes are not the only way to win the game, pip up, reach a goal, etc. Prevention of those who have gone on long winstreaks from being matched with teams or Killers who are casual enough to lose a lot, play meme builds, let Survivors go free, etc. Better policing of griefing and BM, sore winners/losers, etc (not sure how this would look).

    This game is horror villain tag/capture the flag. It really shouldn't feel frustrating by design. Killer players should not feel nervous with their stomach in knots loading in because the team they're against looks like they're here to rush gens and leave in five seconds when they want a casual Pig round. Survivor players should not have to deal with Killers so stressed by the time limit and all the things a decent team can DO to tilt things in their favor a bit that the Killer plays hard from the word go and pulls unfun tricks like tunnelling and slugging for multiple minutes. This game should not be a rush to go shorter shorter shorter rounds, we need to slow it down a bit.

    And for the love of everything, Pipping should not feel like something you have to earn anymore, it should just happen if you stay in the round as a reward for later since Grades are JUST a measure of how much you played that month. Nobody cares about the Grades, but people do care about the BP attached to Grades, which though meaningless is enough incentive to sweat especially in higher Grades.

  • @shadow_V said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901340#Comment_3901340

    So we get penalized for killing ourselves on hook but the killer doesn't get penalized for slugging us? Sounds like a one sided mess to me when are the brain dead devs actually gonna make it fair I see nothing that punishes the killer its all on survivor so you mean to tell me if it's 5 gens and the killer has 4 hooks I'm not gonna be able to kill myself when it's CLEARLY a loss cause

    The problem isn't the slugging or the killing on hook here, what you're describing - though those are certainly issues.

    The problem is this game has an idea of winning that is SO black and white, in a game not DESIGNED for that, that anything other than a clear win feels like a "lost cause".

  • @cesspoolechochamber said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901368#Comment_3901368

    Agreed, there is no incentive to stay in a match that is already over. Whether that's other survivors not doing gens, dropping every pallet on the map etc, letting other players go second stage etc.. or a killer who tunnels or camps or slugs. What is the point of playing? I play for the great chases and possibility to escape. If a killer refuses to chase just so they can win every match. I say let me move on to another game. Would I play checkers against someone who is unsportsmanlike just to win? No! Then why do I have to stick it out on a video game I paid for? Because a few of you think it's unfair to other players? You know what's unfair not being able to work on one gen, not being able to get to a loop to even have a chance, being left on hook while everyone else gets to play the match.

    At this point I really don't care anymore about making sure everyone else gets to have fun in the match and if I'm not having fun I'll move on to a match I am. That's the same mentality that has been spewed by many killer mains "it's not my job to make sure your having fun" as they tunnel or camp someone out. Chickens have come home to roost

    This is true for Killer side as well. Why would anyone want to stay in a round where they only have a couple hooks and three gens have popped off in one minute? At some point it stops being a skill issue and starts being an actual issue with the game because humans cannot possibly complete all tasks when the tasks have to be done in a rapidly dwindling, stressful window.

    Fun needs to be the focus for EVERYONE. You should be incentivized to care about everyone getting to enjoy the round. The problem is the game defines fun as winning and the definition of winning is so narrow…

  • if there are 2 survivors left they should not be able to surrender when slugged unless the killer keeps them both on the ground for some time. Because of hatch, killers who want to go for the 4k MUST slug the last 2 players and you should not be able to surrender while being carried to a hook either.

  • @cesspoolechochamber said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901698#Comment_3901698

    Also as someone who mostly plays survivor i can tell you that majority of survivors don't care about winning they just a fair match with some decent chases.

    then why do they bring so many second chance perks?

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901535#Comment_3901535

    This is true for Killer side as well. Why would anyone want to stay in a round where they only have a couple hooks and three gens have popped off in one minute? At some point it stops being a skill issue and starts being an actual issue with the game because humans cannot possibly complete all tasks when the tasks have to be done in a rapidly dwindling, stressful window.

    Fun needs to be the focus for EVERYONE. You should be incentivized to care about everyone getting to enjoy the round. The problem is the game defines fun as winning and the definition of winning is so narrow…

    Yea for survivor thats not how I define fun.

    Not just because soloQ is a dice roll and we are just jaded but its mostly about macro for me.

    Was my time spent worth to my team?
    Did I make some helpful plays?
    Did I engage with the killer in a meaningful way?
    Was it 4v1?

    Really the only things I look for in survivor play.

    When timmynoshinsmcgee gets tunneled out at 5 gens or camped to death, none of these are filled.

    Games a 3v1 immediately and the killer just does the same thing to the next target.
    Or if someones afk, or crouch hiding every sliver of terror radius that comes their way etc…