Fibijean
Fibijean
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@DisappointedUser said:
https://forum.deadbydaylight.com/en/discussion/comment/1169801#Comment_1169801
They never said they were changing emblems, only adding MMR. For all we know they are using the Emblem system to determine if you gain MMR or lose MMR. Ideally they make the game dead simple - You win as a team or you lose as a team. 2k is tie. 3-4k is a win for killer. If you get face camped and the other three escape, then you win also. This game trying to determine individual skill in a team game is stupid.
I agree that ideally MMR should be based solely on wins, but that's a bit of an off-topic can of worms that I'd prefer not to go into right now.
As for the new system, while they didn't explicitly say "we will be replacing the emblem system", they did say "We’ve attempted to address this in the past with the Emblem system, but upon further review, we’ve concluded that rank does not directly correlate to skill... we will be making two changes. The first is a new system to better reflect a player’s skill level." From that, we can fairly safely infer that they will be designing a new system to replace the current one for matchmaking purposes.
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Well, the patches come out every 6-7 weeks or so, and it's been nearly two weeks since the last patch, so we can expect the mid-chapter on maybe the 21st or 28th of April. The PTB will likely come out 2-3 weeks before the patch itself, depending on whether they continue the trend they started last patch of having a longer stretch between the end of the PTB and release of the live patch, so the PTB will probably start on either the 7th or 14th of April. They usually announce big, upcoming changes a couple of days in advance of the PTB, or in a stream, which we don't seem to be getting this month. So at a rough guess, I'm expecting some news about the mid-chapter patch in early April, probably within the next three weeks or so.
Of course, none of this is official and it's all complete speculation on my part - things may even get delayed this time due to the virus and all the working-from-home systems being put into place. But just based on what we've seen in the past, the above seems most likely to me at this stage.
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@Matěj666 said:
https://forum.deadbydaylight.com/en/discussion/comment/1170980#Comment_1170980
Did they add any chapter from ideas like from me or others??
I don't think so. They might take inspiration for killer powers or perks from fan ideas, or even for things like lore, but they have never taken a fanmade chapter and recreated it in the game as-is.
That doesn't mean you shouldn't submit ideas for things like chapters, though, because as I said I believe the devs do occasionally draw inspiration from various fan ideas even if they don't use the whole creation.
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@Schmeltz said:
https://forum.deadbydaylight.com/en/discussion/comment/1170977#Comment_1170977
Hmmmm that sure seems like the case. I just want to be able to play at higher frames, would be soooooooooo nice. I've never heard of a ban cause of icon changes, but not from V-Sync desabling either. I'm very tempted to try but I really don't want to get a long ban cause of pure visual changes -w-
To be fair, I've never heard of someone getting banned for changing the ini file either, but it isn't something that's officially encouraged and it is a do-at-your-own-risk type of thing. Meaning the developers themselves won't ban you for it as far as I know, but if EAC does detect it and decide to ban you for it, BHVR can't do anything about it.
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Assuming that by "farm" you mean play a lot to grind out the full Rift, not AFK farming or anything like that.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1171063#Comment_1171063
I tapped on the Trusted Tag and seen your comment. I responded to you without knowing exactly what you was saying, so my apologies. 😕
Oh lol, no worries 😊
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@The_Bootie_Gorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1171172#Comment_1171172
and, not all young ppl are bad...i believe
are young, but good and insightful.
I know i was a dick head in my younger years 😐
I appreciate the compliment ❤️ though for the record there's like 6 years between Groot and me (which is a lot when you're this young 😋).
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I noticed that the other day as well actually, for me it happened when another player got hit with Deep Wound. It looks like part of the visual effect that comes up on your screen when you get Deep Wounded, so I suspect it's a visual glitch. I would encourage you to file a report in the Bug Reporting section of the forums: https://forum.deadbydaylight.com/en/categories/bugs
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1171009#Comment_1171009
One thing we know for sure, when the Rift closes — a mid chapter update should follow soon. 😁
Are mid-chapter updates usually accompanied by Blood Hunts?
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No one knows for sure. Personally, I would be very surprised if we didn't have a Blood Hunt for the game's anniversary in June. There might be something else happening before then as well, but there's been no announcement to that effect so for now that's the only lead we have.
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The reason it's like that is because when the Adept Achievements were designed, "Merciless Victory" meant a 4K. When the emblem system was introduced, the definitions of Brutal/Ruthless/Merciless Victories changed, but the achievement requirements remained the same, so the achievements got a lot harder as a side-effect of the pip system overhaul,rather than because they were designed that way.
It's not possible to change the requirements for the achievements, at least not on console, but it would be possible to alter the game's definition of "Merciless Victory". A developer has confirmed in the past that this is something they personally would like to see happen, it just isn't a high priority right now.
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Sales on the platform Store and the in-game Store are different and operate independently of one another. DLCs are currently on sale on the platform Stores, but neither the cosmetics nor the DLC characters themselves are currently discounted in-game.
As for the second question, I don't personally know the answer. I've never heard anyone mention that the chains rattle, so I would be inclined to suspect that the answer is no, but as I don't own the skin myself I can't confirm one way or the other. Having said that, I watched some gameplay videos of Demogorgon using that skin and I couldn't hear anything, so if there is sound it's probably not audible enough to appreciate.
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The devs do indeed read and implement community ideas, and have done in the past, particularly with things like perks. However, they don't generally just take an idea and put it into the game; rather, they tend to get inspired by community ideas and then adapt them to suit their purposes.
As for cosmetics, it may be that the art team do occasionally get inspired by fan suggestions, but the only confirmed case of fan-made cosmetics being implemented into the game was the winners of the 3rd Anniversary's Design a Cosmetic Contest, which are currently available as Demon Slayer Feng and Mr Puddles on the free track of the Rift.
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Yes, you can get banned for editing the game files, if EAC detects that the files have been altered and bans you automatically. I've never heard of someone being temporarily banned by EAC though, so the other possibility is that he broke a rule in-game and was banned for that. But yes, it is possible to get banned for editing files.
As for why V-Sync isn't already an option in the settings, I couldn't tell you for sure. The official position on the lack of graphical settings in the past has been that allowing players to customise the game's graphics makes it more difficult for the team to balance the game visually (lighting, terrain, animations, etc.).
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1170370#Comment_1170370
Is this a new feature? Because up until a few months ago, both gates would award a survivor the full 1250 objective points for unlocking both.
Not that I'm aware of, but I didn't notice what you're describing previously either, so that's odd. Perhaps a dev or mod will come along soon and be able to clear it up 😊
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I don't believe this is a bug. Every action for which you can earn points has a maximum amount of points you can earn for that action. For Exit Gate opening, the cap is 1250 points. Opening one gate usually grants roughly 1240 points, so it would make sense that if you open the second gate as well, it will only award you a few more up to the maximum amount given for that action.
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@YaiPa said:
https://forum.deadbydaylight.com/en/discussion/comment/1170354#Comment_1170354
of course one of the forum members needs to defend devs no matter what, even in front of an absurd issue such as this map that it's been in the game since 2016. also map balancing should be their top priority, especially this map, since from map balance the rest will most likely follow.
The personal accusations are unnecessary, and very obviously untrue if you look at my comment history. The question was "how hard is it to program this" and the answer is "it's not about the technical difficulty". I don't know how you can say that I'm defending anything when I never made an argument or judgement of any sort, but simply answered the question posed by the OP.
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Not everything that's a problem with the game is there because fixing it is technically difficult. Some things are more complicated, balance-wise, than they seem, in terms of other variables that need to be considered, and some things are too time-consuming or simply lower priority.
I don't know whether any of the above applies to this situation, although I suspect it does; my point is simply that it's a mistake to assume that the fact that something isn't balanced yet necessarily means it's too difficult to program.
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What would removing the button solve?
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That is weird, were you using the bloodweb at the time?
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It is wrong, the emblem system is hugely flawed and everyone knows it. Fortunately, something is being done about it, we just don't know precisely when.
@Peanits said:
https://us.v-cdn.net/6030815/uploads/927/HH691ZWG6DKH.png
We’ve observed a growing Community concern about matchmaking in recent months. Matchmaking wait times have exceeded our targeted limits and we’ve seen rank disparities fluctuate. In this Status Update, we will go in details on factors impacting the matchmaking, our current matchmaking system and our future solutions.
https://us.v-cdn.net/6030815/uploads/793/ZSC8B6CPRDCP.png
Above are the three variable factors in matchmaking, with a fourth being the number of players on each role, with an ideal ratio of 4 survivors for 1 killer at all times. When dealing with matchmaking, we need to decide how much to focus on each of the factors. If we focus on one point, the other points will see some sort of impact. For example, if we focus on time, your matches will likely end up being less fair, and you might get paired with people further away. Dedicated servers have helped us ensure a stable connection, with over 90% of players being put into matches with 150 ping and under. Our goal is to get you into a match as quickly as possible with a good connection, without compromising too much on fairness.
This is a difficult task in a game like Dead by Daylight, where both sides have different objectives and cannot be directly compared to one another. We’ve attempted to address this in the past with the Emblem system, but upon further review, we’ve concluded that rank does not directly correlate to skill. While a player who plays a lot will tend to be better than someone who plays very little, there are also players who are good at the game but don’t play enough to reach the upper ranks.
To help improve with the fairness factor without sacrificing wait times or pings, we will be making two changes. The first is a new system to better reflect a player’s skill level, and the second is a change to the matchmaking system to create fairer matches.
Going forward, we will use a hidden skill rating for matchmaking purposes. Your skill rating will increase when you do well and decrease when you do poorly. To keep this as fair as possible, the system will predict the outcome of the match based on the difference in your opponent(s) rating and adjust the amount your rating changes:
- If your rating is higher than your opponent(s), your rating will increase less if you win and drop more if you lose.
- If your rating is lower than your opponent(s), your rating will increase more if you win and drop less if you lose.
This way, even if you aren’t perfectly matched with people of the exact same skill level, your rating will not change unfairly.
In the future, we would like to extend this system to support different ratings for each killer, allowing you to practice a new killer without being immediately matched against high skilled players. This may not be included in the initial launch of the feature.
Additionally, to make sure that your matches are as fair as possible, we will be switching over to “batch matchmaking”.
Currently, our matchmaking system takes the player in queue and looks for a match close to their rank. If it is unable to find an appropriate match, it will gradually expand the search range until it is able to give you a match. This can lead to both unfair matches and long queue times.
The new batch matchmaking will instead pool a larger number of players together, compare their skill levels, and then create the fairest matches possible simultaneously. With a larger pool to pick from, we hope to improve the fairness factor of matchmaking while also keeping pings and wait times low.
The release of these changes will be gradual. With the release of the mid-chapter update, we are able to start tracking skill levels. For the time being, this is only a test and is not being used for matchmaking purposes. Once we are confident that the skill rating is working as intended, we will be running tests on live servers.
When this happens, you may notice some disparity in ranks during your matches. This is to be expected as rank will no longer be used for matchmaking purposes at this time. To avoid confusion, we are considering removing ranks from the post-match scoreboard once testing is complete, as they will no longer be relevant to matchmaking. Ranks will remain visible only to you for bragging rights and a goal to work towards, but will be a reflection of your dedication to the game rather than skill for the time being.
We are confident that these changes will allow us to create fairer matches without losing sight of our goals; to get you into a match as soon as possible with a solid connection. We’ll be sure to keep you posted on our progress as we move forward.
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The reason people say that is because context is important. Yes, we can infer from the clip that he spend the first minute and 25 seconds chasing that Nea, but we don't know how well he was chasing her or whether it was even advisable to do so. If the killer didn't do their job well and the survivors naturally took advantage of that to do theirs, that's not a compelling case for generator speeds being a problem.
I'm not saying that he's a bad killer or that he necessarily did play badly. What I'm saying is we can't tell that either way just from that short clip, and that's why people find it unconvincing.
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I'm not sure exactly what you're referring to. Would you be able to post a screenshot?
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@cheetocultleader said:
https://forum.deadbydaylight.com/en/discussion/comment/1168511#Comment_1168511
Yeah, pretty much why I commented. Just feedback that I'm interested and other people still are. I've seen it come up on Reddit & Steam discussions, but since this is the official forums, I wanted to see what was up here and leave my vote, so to speak.
If you're interested in leaving feedback, the best place to do that is to make your own thread in the Suggestions subforum. The devs are far more likely to see it there than on an old question that's already been answered. Here's the link: https://forum.deadbydaylight.com/en/categories/suggestions
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@angelnsky said:
struggle mechanics is good, but the hooks are so close together now, it doesnt matter if you struggle or not.
As I stated in the OP, I'm talking about struggling on the hook, not wiggling on the killer's shoulder.
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Nothing to do with hitboxes, as Daniel rightly pointed out above, that's actually a latency issue. They went into depth about it on the latest dev stream. Here's a link in case you missed it:
https://youtu.be/A8SwqJJKlaYOr, if you'd rather read about it, you can check out my summary post here: https://forum.deadbydaylight.com/en/discussion/129766/i-spent-every-spare-moment-i-had-today-watching-the-dev-stream-so-you-dont-have-to
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@CasualGamer21 said:
Okay luckily I didn't close the match end part, so I did report post game. Also I don't have video but I did have multiple screenshots of this person directly below another player under the ground. It also shows that the person underground is healthy (my bond perk shows me), everyone else except me was injured. Which proves it was that specific player. I want that player to be punished because it must have sucked for the killer.
Well, I don't know if anything will happen or not, but by all means send those screenshots to the Support team via the link I provided above 😊
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You need to first have reported them in the post-game tally screen using the report button next to their name. If you didn't do that, unfortunately there's nothing else that can be done about it. If you did, the next step is to send a ticket to Support with any video evidence you have of the incident attached. Video evidence is not compulsory, but it is often necessary to get such people punished because the team are very careful about banning anyone without conclusive evidence that the player in question broke the rules.
Here is the direct link to contact Support about a player's report: https://support.deadbydaylight.com/hc/en-us/requests/new?ticket_form_id=191426
If you want to know more in future about reportable offences and how to go about reporting them correctly, you can check the Game Rules post here on the forums: https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system
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@DragonMasterDarren said:
I'm dealing with it how I deal with all my problems
in my room, with my mug of coke, some crisps, and sitting on my butt behind a computer, not giving one iota of a damn about anything
I hope you're talking about the drink.
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You just have to wait it out. I know you want to play your favourite games, but if you know that your PS4 is going to keep freezing in the middle of them, and there's nothing you can do to fix that, you might consider not playing DBD until there is. The DC penalties are not only to disincentivise intentional quitting, but also to prevent people in situations like yours from continuously ruining other people's games by quitting on them, even if you don't disconnect on purpose. I know it sucks for you, but it is important to consider that four other people are also negatively affected through no fault of their own whenever your PS4 decides to freeze, which sounds like it happens rather frequently.
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@1saltypug said:
https://forum.deadbydaylight.com/en/discussion/comment/1168079#Comment_1168079
Ya my rule of thumb when im playing is if we managed to get the first gen off before the first down were making good progress. The hooking is more what I pay attention to as a survivor not the slugging.
I have the same rule in reverse when I play killer, especially as Pig. If I can get the first generator to activate my first trap, I consider than an ideal start to the game.
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It only feels OP because you haven't learned to play around it. Doctor can be predicted and his attacks dodged - it's all part of learning to counter him. The best survivors know how to adjust their playstyle to suit the killer they're up against.
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@Fear_source19 said:
https://forum.deadbydaylight.com/en/discussion/comment/1168075#Comment_1168075
Well. Hopefully you’re right. Seems kinda of hard to determine what is lag and what’s just because of a specific hitbox.
It can be, especially when we can't actually see the hitboxes. Hopefully the issues will become more clear once they figure out how to minimise the effects of latency in these kinds of situations.
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I would recommend that you try hooking them in the early game instead of slugging. Hooking is actually much more threatening from the survivor perspective during the early game, and gets you closer to your objective. If you get two hooks before the second gen pops, you're actually not doing too badly.
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@Fear_source19 said:
https://forum.deadbydaylight.com/en/discussion/comment/1168055#Comment_1168055
No precision accuracy is where I have a problem with it. So I feel it needs a rework, shouldn’t ever lose a fast vault, we’re already much slower than the killer, and they have passive abilities that’ll allow them. To one hit us.
That's got nothing to do with capsule hitboxes, and again, sounds like your actual issue is latency. I think you would find the experience significantly worsened if they did introduce character-shaped hitboxes. Those kind of things are only good in precision-based, primarily ranged games like FPS. DBD is not a precision-based game, and those kind of hitboxes tend to be really awful for anything where the combat is primarily melee-based. Not to mention, it would slow the game down a lot and they would need to bump up the minimum system requirements significantly.
If you're interested, they discussed this at length in their most recent dev stream. There's not much I can say here that hasn't already been said better by actual game designers, so I've linked it for you below.
https://youtu.be/A8SwqJJKlaY -
It does nothing for the game strategically or atmospherically, and as you yourself acknowledge, would only promote toxic behaviour. "Game communities are toxic anyway" isn't a good reason to intentionally steer them down that path.
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You first need to report them in the post-game scoring screen using the button next to their name. If you don't do that, anything else you do is useless as the team won't be able to track the player down reliably.
If you did that, you can also submit a Support ticket with any additional evidence you may have to support your case. Usually, this takes the form of a video recording, as anything else will likely not be regarded as sufficient evidence to punish the person. The devs are very careful about who they ban, and they won't ban anyone unless there is solid evidence that that person did the wrong thing. So for something as serious as cheating or hacking, you will probably need video evidence to ensure that something is done to punish that person.
Here is the direct link to send a report ticket to Support: https://support.deadbydaylight.com/hc/en-us/requests/new?ticket_form_id=191426
And here is a link to the Game Rules post, in which you can find a list of reportable offences and instructions on how to report them in future: https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system
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I don't have a problem with them. Capsule hitboxes are not only fine but better in any game where precision accuracy isn't necessary. The problem most people have with hitboxes actually has nothing to do with the hitboxes themselves, but with latency, which is something that the devs are already working on solutions for.
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My game tends to lag when it's first starting up the title screen, so I'd say yes. I expect it's just a consequence of the game trying to load up everything all at once. As long as it goes back to normal again, it shouldn't be much of an issue.
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The passive phasing is just a random animation that plays while she's moving. That's why she has add-ons that increase its frequency, because she herself doesn't directly control it (or even know when it's happening).
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Well, it depends on the tone of the OP. While I'm all for addressing people's concerns rather than just telling them to get lost, most of the time when someone makes an "I'm quitting the game" post they're well past the point of being open to discussing their frustrations or being 'talked down', and only want to hear from people who will tell them they're right (which is not a discussion).
Also depending on the thread, sometimes "git gud" is a valid response, though that's not the most constructive way of phrasing it. Essentially what "git gud" translates to is "your problem would be solved if you improved your skills in this area instead of complaining that the game itself is the problem, because it isn't".
If people are genuinely seeking help, by all means give them advice. To tell them to just "git gud" in that context is unkind and unhelpful. But if all someone is doing is complaining and trying to blame other people for their own errors, sometimes they need a bit of a reality check. Helpful advice won't do anything for someone in that position because advice is only helpful to people who believe that there's something they can do to change their circumstances. Someone who is already convinced that the game is at fault and there's nothing they can do doesn't want and isn't going to accept advice, and it's a waste of time to offer it to them. After a while, it becomes easier to distinguish one type of person from the other.
Essentially, my point is that as nice as helping people in that situation is, sometimes it's obvious just from the way they're talking that they aren't willing to accept it. If all someone wants to do is rant about how much they hate the game, how the devs have ruined it, how they've uninstalled and will never give BHVR another dime, sometimes there is no constructive response to be given. In order for a "proper discussion" to be had, the OP has to want one in the first place.
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@Seltas0208 said:
https://forum.deadbydaylight.com/en/discussion/comment/1167039#Comment_1167039
I'd like to preface this with sorry if my language or points have been basic but weaving this around lessons and stuff hasn't been easy but :
A and B I agree with, you've summerised those premises concicely
C is the debatable one. While killers do have rescouces they need to win games like a trappers traps... They don't have enough time to prepare them. However each killers resources are diffrent. Such as ghostface compared to pig etc.
Have I made sense or does my words just look like dribble on a kitchen wall?
I probably phrased it incorrectly then, because C should be the only logical conclusion that can be drawn from A and B.
I used the word "resources" in the very general sense of not only the killers' powers themselves, but also available time, the necessary logistics of using those powers (such as set-up in the Trapper's case) and how the power contributes to the killer's ability to build pressure. In other words, "resources" just refers to the "time and abilities" mentioned in the second of the two premises.
The points could just as easily be simplified as "killers need early game pressure to win games, killers don't have early game pressure, therefore killers can't win games", I just made it a bit more nuanced than that to more accurately capture what you were trying to say. But if I've understood it correctly, that is the essence of your argument in the form of a syllogism.
Hopefully that makes a bit more sense.
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@Seltas0208 said:
https://forum.deadbydaylight.com/en/discussion/comment/1166481#Comment_1166481
If a killer somehow managed to get 3/4 hooks in the early game they're doing well. That's not a problem.
However I think it's a problem for most killers rather than concidering within this early game you not only need to locate a survivor but sometimes you have to walk all the way across the map, usually this results in you getting only 1 down by the time 2 gens have popped which makes it too easy for survivors to snowball off.
Snowballing dictates how viable killers are in this fast paced meta. Killers like oni and the shape have a weaker early game.... However because oni's snowballing potential is so high it makes up for it. Myres snowball potential might be high in chase but it provides next to no map pressure which means the value of his snowball isn't as high. Etc etc.
While you could slug and attempt to go for a second down.... There's so many anti slug perks in the game it's unreal.
But concidering you can blow right through both the early and mid game in a minute and 25....i don't even think spirit could cope with it
https://twitter.com/SpaceC0c0nut/status/1240540788167045120?s=19
So you're saying that the fact that some killers find it difficult to get any hooks before that second generator has popped is a problem, because at that point they're too far on the back foot to make a comeback unless they play perfectly from that point onward. The fact that it's possible for generators to get done that quickly is what you're referring to as killers having "no early game", and you think that's bad because killers need that time to build up pressure in order to have a chance at an eventual win.
In other words, your argument boils down to:
(a) [Premise] Killers need to build up pressure before the second generator is completed in order to snowball effectively and eventually win the game, and
(b) [Premise] Killers, in general, do not have the time or abilities they need to build up sufficient pressure during this period, therefore
(c) [Conclusion] Killers, in general, are not equipped with the necessary resources to win games.
Would you say that's a fair and accurate summary? Feel free to correct me if not.
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Looks awesome! What program is that?
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For survivors, or for the killer? I never played Spirit back then, but I imagine it was a lot of fun for the killer because it made it easy to catch survivors unawares. Most survivors, on the other hand, hated it with a passion because it made her much harder to counter, opportunities for which were pretty thin on the ground to begin with.
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1166481#Comment_1166481
There is like only 2 Killers who can get 3-4 hooks in the early game, and that's because they have global teleports / high mobility. All other Killers literally have to go without an early game unless the survivors just straight up ignore their objective.
I am more than sure the survivors do not want to "gen rush", but with current map sizes and layouts it's near impossible to avoid unless they are taking moments to go stare at the Trial walls.
Just to be clear, I'm not making an argument here. I'm still trying to clarify what OP is arguing so that I can be well-informed to respond to it.
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As noted above, this isn't a bug. Borrowed Time only works within the terror radius - that is, if the rescuer can hear the killer's heartbeat as they pull you off the hook. It didn't activate in this case because Ghostface was in Night Shroud at the time, rendering him Undetectable.
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@Seltas0208 said:
https://forum.deadbydaylight.com/en/discussion/comment/1165120#Comment_1165120
In my view of what the early game is. I guess so.
hooks are also an objective , but if we start using hooks to dictate the game....I don't feel right saying that having 5 hooks when there's 5 gens left the "mid game". Additionally if hooks are used to dictate the state of the game....0 hooks when 5 gens are complete isn't anywhere near early game.
While it is important to consider both I chose to view the current state of the trial in terms of gens to keep it relatively simple instead of having to remember 356 more number combinations
Alright. So when you say "Killers don't have an early game", what does that mean in relation to the killer's objective? If 2/3 generators pop within the first couple of minutes, is that always a problem, even if the killer has already got maybe 3-4 hooks in that time? Is it only a problem for some killers, like Trapper, who need to sacrifice early setup for early chases/hooks or vice versa?
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@AddictedToMosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1165697#Comment_1165697
Why would the survivors even vote then? Most of them are so easily triggered, they'd just refuse to upvote. I don't know. Being the cynical bastard that I am, I really have no faith at all in this community.
Then they don't have to if they don't want to. That's the whole point of the system - if other players feel like you deserve acknowledgement, then they can give it to you. If they don't, you lose nothing. Sure, some people will be salty over losing no matter how chivalrous their opponent was, but that's not everyone. I wouldn't even say that's most people. The point is, there's nothing to abuse, it's a totally optional system that rewards positivity and good sportsmanship, and that's it. It's basically just attaching a rewards system to the "Give Props" mechanic that already exists.
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@AddictedToMosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1165659#Comment_1165659
The problem is that survivors would abuse this system, and most killers would end up with low honour. I just can't see it working. Also, who decides what is fair and what should not be done? As some have suggested punishing tunnelling killers, should gen rushing survivors also be penalised?
How would people abuse a system where you can only give 'upvotes', not 'downvotes'?