Can someone explain why they hate to give us bloodpoints?

I genuinely don't get it. I understand that they don't just give us 10 Millionen Bloodpoints each month for doing nothing but...why these weird decisions to make the extra bloodpoints you actively earn by playing the game harder and harder? On the one side they increase the bloodpoints category cap to potentially earn more bloodpoints then in the past but then they also remove perks that gave you extra bloodpoints.

And now for the big anniversary event where a lot of new players are in the game (also because of Jason) they make the most important offering harder to get then ever.

Maybe I don't see the big picture but aren't more of the new people leaving the game when they notice how unbearable the grind got with all the characters in the game?

Comments

  • Can I explain it? Sure. Are you going to like it anymore? Probably not.

    The reaction of the forums prove the reason - the fact that people are so irate proves they care about BP. Even people who have hundreds of cakes from prior years and more items then they could ever hope to spend, want that sweet, sweet BP. It doesn't really serve a purpose, but manufactured scarcity is a surprisingly effective tactic.

    Maybe I don't see the big picture but aren't more of the new people leaving the game when they notice how unbearable the grind got with all the characters in the game?

    The new players are the reason they've been able to cut back.

    The longer we all play the game, the more they have to up the BP bonuses to make them seem somehow relevant. Have a hundred cakes? Could you imagine how cool a thousand would be?

    Except for the new players, they standard of what is a boost is totally new. This month seems a lot better than last month. Next year will probably have to be better than this year, and so on. The goal is to find the right mix that's just enough to entice people, without giving too much away.

    As for turning off new players, the player counts seem to tell the opposite. Grinds bring in players, if they didn't we'd still have multiplayer games like we did 20 to 30 years ago where you just had all the stuff right from that start. But the idea of having more stuff to unlock, more levels to achieve (even if they mean nothing) is one of those things that brings people back.

    So to go back to the question:

    BHVR wants people to grind, they don't want it to be too fast, and every data set we have from the game seems to indicate its a pretty good metric of keeping players.

  • @crogers271 said:

    Can I explain it? Sure. Are you going to like it anymore? Probably not.

    The reaction of the forums prove the reason - the fact that people are so irate proves they care about BP. Even people who have hundreds of cakes from prior years and more items then they could ever hope to spend, want that sweet, sweet BP. It doesn't really serve a purpose, but manufactured scarcity is a surprisingly effective tactic.

    Maybe I don't see the big picture but aren't more of the new people leaving the game when they notice how unbearable the grind got with all the characters in the game?

    The new players are the reason they've been able to cut back.

    The longer we all play the game, the more they have to up the BP bonuses to make them seem somehow relevant. Have a hundred cakes? Could you imagine how cool a thousand would be?

    Except for the new players, they standard of what is a boost is totally new. This month seems a lot better than last month. Next year will probably have to be better than this year, and so on. The goal is to find the right mix that's just enough to entice people, without giving too much away.

    As for turning off new players, the player counts seem to tell the opposite. Grinds bring in players, if they didn't we'd still have multiplayer games like we did 20 to 30 years ago where you just had all the stuff right from that start. But the idea of having more stuff to unlock, more levels to achieve (even if they mean nothing) is one of those things that brings people back.

    So to go back to the question:

    BHVR wants people to grind, they don't want it to be too fast, and every data set we have from the game seems to indicate its a pretty good metric of keeping players.

    Id argue it pushes more people away including the ones used to the grind. Nothing feels worse in a game than the company betraying you to cut costs. The cake problem isnt also about the grind, as even vetrans who are done grinding, still have a ton of new characters now with barely anything on them. These cakes were a nice way to give empty characters something to work with even if you don't want to fully prestige them. Now you can only afford to pick one of the over 60 characters and give that one enough cakes for the year, and play only them with no variety. Not all the side characters you also enjoy playing, or your p100s, or the characters you like to use at certain times. Just that one and only character can afford to build up cakes now. And if you play the game hard enough you might even get "some" cakes for a 2nd character. Having cakes to spend on most of your characters didn't just help with grind, it helped give players incentive to keep playing. What incentive would i have to keep playing when i ran out of cakes, and the reason i did is because the game company does'nt care about its player's satisfaction anymore, just their numbers? It feels like you are paying someone you hate for something you don't even need. And eventualy people will see value in anything else but this game. A live service game lives off its players satisfaction. They are starting to throw that away.

  • @ShanoaLegendaryPlz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095239#Comment_4095239

    Id argue it pushes more people away including the ones used to the grind. Nothing feels worse in a game than the company betraying you to cut costs. The cake problem isnt also about the grind, as even vetrans who are done grinding, still have a ton of new characters now with barely anything on them. These cakes were a nice way to give empty characters something to work with even if you don't want to fully prestige them. Now you can only afford to pick one of the over 60 characters and give that one enough cakes for the year, and play only them with no variety. Not all the side characters you also enjoy playing, or your p100s, or the characters you like to use at certain times. Just that one and only character can afford to build up cakes now. And if you play the game hard enough you might even get "some" cakes for a 2nd character. Having cakes to spend on most of your characters didn't just help with grind, it helped give players incentive to keep playing. What incentive would i have to keep playing when i ran out of cakes, and the reason i did is because the game company does'nt care about its player's satisfaction anymore, just their numbers? It feels like you are paying someone you hate for something you don't even need. And eventualy people will see value in anything else but this game. A live service game lives off its players satisfaction. They are starting to throw that away.

    As much as I wish a lot of this was true, I just don't think the evidence supports it. I want to focus in on one line in particular:

    They are starting to throw that away.

    Starting to?

    How many times have we all been through the 'DbD is just about to die'. From bugs, to dev comments, to perk changes, to new unbalanced things, etc. - and we all keep going 'well, this will be the straw that breaks the camel's back'. Instead, we're seeing record player counts.

    It's nice to think that people will have a reaction to it, but all of the game data seems to tell a much different story. The larger player base is either happy with it (in which case, great), don't care (also fine), or so caught up in the grind it doesn't really matter (a bothersome thought).

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095247#Comment_4095247

    As much as I wish a lot of this was true, I just don't think the evidence supports it. I want to focus in on one line in particular:

    They are starting to throw that away.

    Starting to?

    How many times have we all been through the 'DbD is just about to die'. From bugs, to dev comments, to perk changes, to new unbalanced things, etc. - and we all keep going 'well, this will be the straw that breaks the camel's back'. Instead, we're seeing record player counts.

    It's nice to think that people will have a reaction to it, but all of the game data seems to tell a much different story. The larger player base is either happy with it (in which case, great), don't care (also fine), or so caught up in the grind it doesn't really matter (a bothersome thought).

    Yes but all it takes is pushing the veterans away for once. The veterans are what advertises this game to the most new players, bringing in their friends to play alongside them. The more veterans that leave, the more this game is going to get desperate to retain newer players that keep leaving. Licenses bring in numbers but who tells them about the licenses? Bugs and balance and all that have all been minor ups n downs that the average person complains about. But one thing they should never have messed with is the anniversary cakes. Its not even a balance issue or a bug issue it was literally nerfed for no possitive reason. The cakes i have on the odd extra character are incentive enough to keep playing as the game has more variety that way. I can still play them with no cakes but increasing the grind does not keep people playing. Infact the opposite as people leave in between events, and come back for new chapters and events where the grind is its weakest. Taking cakes away from the entire community (not just the p100s this time) does the exact opposite of giving people incentive to keep grinding

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095247#Comment_4095247

    As much as I wish a lot of this was true, I just don't think the evidence supports it. I want to focus in on one line in particular:

    They are starting to throw that away.

    Starting to?

    How many times have we all been through the 'DbD is just about to die'. From bugs, to dev comments, to perk changes, to new unbalanced things, etc. - and we all keep going 'well, this will be the straw that breaks the camel's back'. Instead, we're seeing record player counts.

    It's nice to think that people will have a reaction to it, but all of the game data seems to tell a much different story. The larger player base is either happy with it (in which case, great), don't care (also fine), or so caught up in the grind it doesn't really matter (a bothersome thought).

    Ontop of all that^^ the one thing in all of DBD that has never been complained about in its entire lifespan, was the cakes. Until last year where they lopped p100s off at the wrist while everyone else could still collect thousands. The cakes were the only 100% possitive thing that everyone enjoyed about the game. And that just got obliterated for everyone without a single word as to why. But anyway we could go on about this for days as we have complete opposite viewpoints lol i don't want to waste your time on here trying to solve whos right or wrong. Was just disagreeing that cakes being gutted was in any way capable of making people play more.

  • It’s a simply answer: they want people playing longer. Playing longer = more likely to spend $

  • Iri shards*

    They just gave everyone 10mil BP before the event started. These days things are cheaper in the bloodwebs and you only need to prestige a character to unlock their perks for all characters unlike before when it would only make it available in a bloodweb

  • The short answer is that they don't.

    Every once in a while something will happen that in a vacuum lowers BP gain - something like removing the BP bonus from perks or lowering the maximum on the role queue incentive - but they pale in comparison to the ways the grind has been obliterated and they give BP away like candy.

    6.1 was the start of this, because it took a sledgehammer to the perk grind and made it so that new characters represent a flat increase, not an exponential one. Starting from assuming you actually care about the new character's perks - which I always do because I've been playing for years and like to have everything, but the average player may not - they represent a flat addition of three prestiges, that's it. Then you're done and their stuff is unlocked on everyone.
    They've also increased BP gained in matches and the category cap in matches (for survivors anyway, killers never had this issue), lowered the amount that things in the bloodweb cost, added a role incentive for extra bloodpoints (which wasn't for lowering the grind but still helped there), added BP to the empty spots in the rift, added the milestone system, routinely have login bonuses for extra BP, and semi-consistently give out big chunks via codes or inbox messages.

    Trying to explain why BHVR are lowering effective BP gain or increasing the grind misses that the opposite is true, the grind's been steadily lowered by a lot over the years. This game barely has a grind unless you're looking at a longterm goal like P100 or every perk unlocked on every character.