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LowSodium

LowSodium

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LowSodium
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  • @TheBean said:

    @Entità

    Gonna write a novel.. but I will keep it simple. You can farm people still, get the emblem and blood points. I just need to take in BT to help me with it. The killer has their requirements aswell inorder not to lose emblem points, so that makes it even easier, since they will have to follow those rules to rank up.

    Since you pipping is more dependent on the team as a whole, it will be easier for me as a survivor to depip you, as a survivor.

    I'm up to see how things go though.. why not see that system in action in the live system. Never hurts to give it a shot. Except they need to make sure it works correctly on this first go.. seems pretty crappy to put in these changes and have it bugged.

    A point from your prior post

    Yes, a 4k that takes 14 minutes is much more fun than a 4k that takes 4.5 minutes. I absolutely agree. But from the killer side, a zero-k that takes 4.5 minutes because of genrush is just as unfun as your 4k that takes 4.5 minutes. And that is common as dirt these days.


  • @Entità said:

    @anarchy753 @Eveline @LowSodium The game is designed according to reasonable objectives: if a player wants to run to the killer to commit suicide, to fail the skillchecks and lose ranks on purpose, no miraculous reform can prevent it. It is hoped that the idiots are a small minority. We have not yet had the opportunity to thoroughly test the new matchmaking system: in my opinion, it will avoid the problems you fear, given the many weeks the Devs spent to perfect it.

    Moreover, it's not a question of labels: if those behaviors are toxic or not, absolutely or only for some players, it does not matter. What really matters is that such behaviors will be less convenient for those who want to earn pips, and I think this will help the game health. :)

    Without disagreement. People will people. I think people tend to do this more, however, when they either decide to play the game as their "job" (streamers) or they no longer get the basic "charge" from playing the game as "intended", and move more toward playing to satisfy some other psychological tic, like cruelty. Downranking serves both of those goals.


  • @Eveline said:

    Gen rush is not toxic. I hate toolboxes myself but it is not toxic to do gens.

    Looping not toxic also.

    Camping is the only rational choice when gens are done. Slugging is neccessary sometimes because of the hatch.

    I mostly agree with this. Some killers (and in particular on some maps) are definitely too easy to loop and have limited counterplay or mindgaming potential. That killer player is not going to enjoy the game, and will perceive it as toxic behavior, but it probably is not.

    Rushing isn't toxic, per se. But Think about this: from the killer perspective, the game is 100% about rapid decisions about time management. Do I keep chasing this survivor through the loop? I'll catch him *eventually*, but they'll get 4 gens done in the meantime. Do I abandon the one survivor I've found (who by the way is toting a flashlight around and will probably get pissed that I didn't keep chasing him and is now going to become a flashlight savior for the rest of the game) and *hope* I can stomp some generators and find someone less versed in holding running close to things?

    The survivors doing almost anything that "steals" time from the killer is going to be perceived as toxic. Unless I'm one of three killers (for the most part), I have to accept that 1-2 or generators are likely to get done by the time I get my first survivor hooked. If three are done by that point, I'm way behind. If 4 are done and I haven't killed anyone yet, I'm basically guaranteed to lose unless I used a (oh my god so terrible!) NOED build OR if the survivors decide they need the altruism points and come in for risky saves. Again, some killers can turn this around even at the "gates open" point, but for the most part, the killer's game is "make the right decision constantly about how you'll be spending every second of the game", and the survivor's game is "make few mistakes and I automatically win."

  • What an odd observation. This change doesn't fix deranking, it makes it easier. Derankers who want to stay in low ranks (either because they're "content creators" or sociopaths or both) so they can make a show of humiliating players with lesser skills will now find it substantially easier to do so. They can still loop, and stun, and blind, and probably even escape... and yet only safety pip. The only thing this does is make it easier to "hover" at a given rank.

  • Short of evaluating the "value" of individual perks and relative skill-set with that perk set, there will never be a "fair" matchmaking system. Derankers definitely amplify an existing problem of skill-set disparity. Casual gamers (I include myself) are never going to be at the same skill level as a streamer that literally plays the game for 8 hours a day as his or her job. But there are just not enough people playing DBD to provide enough players fill games on demand that are balanced.

    Derankers have generally one of two reasons: They're streamers who need to present content other than 20 minute lobbies and the same sweaty killers over and over again; and trolls who, for whatever sociopathic reason, get off on playing toxic games where they can "bully" and get a guaranteed win, and/or cause the greatest level of psychological harm in their opponent. (I'm sure if they didn't have toxic gaming to release this mental pus, they'd be torturing small animals or something instead.)

    Highly toxic streamers (who I won't name, but we all know who I mean) want both. Their income depends on them spending a good chunk of their day in games against people they will find easy to humiliate and antagonize. If they can get the opponent to disconnect, it's an even greater win, and often bears additional financial rewards in the form of added tips or subscriptions.

    As long as you have these incentives, this will *always* be a driving factor in the game, and because of the pressures of profit and innate human cruelty, these will continue to escalate. There is zero incentive to counter this and reward "good" behavior, just ongoing pressure to make deranking easier (i.e. the real reason for the new and absurd emblem values) and toxic play more effective (new ways to stun the allegedly more powerful killer, and awarding more and more points for doing so.)

    From that perspective, this game will never have balance. You either tolerate the play against sadistic jerk-holes in the majority of your games as the price of getting the occasional *fun* game where there's balance, or you quit playing because the issues of balance never get more than band-aid fixes, and the issue of toxic play is utterly ignored (unless it's a killer that camps or tunnels, in which case let's invent whole new perks to advantage survivors, and take away tons of points from killers for doing the *effective* thing rather than the thing that maximizes survivor fun.)

  • What's worse, by the way, is that litterally every single survivor can now do this. Throw on Deliverance, and the last survivor can even rescue themselves, and just do the same thing. Basically, there is now no point of even trying to down a survivor anywhere within a 60 second crawl of the exit.

  • Strongly disagree that the perk is "just fine as it is on the PTB". Players can litterally use it to force the killer, once the gates are opened, to pick them up, and almost guarantee that they lose them out the gate, or just watch them helplessly as they just crawl out, unable to do squat about it. This version of DS basically makes every killer Freddy with a fully awake survivor in the exit. You just get to watch them, powerless to do anything to stop them from crawling their way to safety. Only counter play I can see is to use Freddy's perk Blood Warden, and hope they rescue the triggering survivor before they notice the spikes at the exit.

  • Another factor not usually considered whenever people talk ranks is that skill in any given killer is not necessarily consistent with the others. I suck at Nurse, but do well at Hag and not terrible at a few others. When I'm playing with a new killer, or dusting off one I haven't played in a while, I wait until rank reset, and either play then, or wait a week or two for the ranks to get more reflective of reality, because it's really the only way I'll have a chance to play long enough to even learn. Between gen-rushing and survivors skilled way beyond their ranks, there's simply no chance that I'm going to have much success trying to learn in the purples where I normally "wind up" by about the end of the rank period.