Retromind
Retromind
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- Retromind
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Comments
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@[Deleted User] said:
There is NOTHING entitled about remembering it’s JUST a game, not having fun in the game, accepting a loss in the game, and LEAVING the game.
The ENTITLEMENT comes from OTHER players expecting that OTHER players are in the game to serve THEM!
The backwards reasoning of players wanting a “forfeit” option while slugged, yet god forbid a player suicides on hook as a forfeit option.
DBD IS NOT A TERM OF EMPLOYMENT!
A perfect example of a "ME ME ME" mentality.
Yes it's just a game, if you do not feel like playing today, then don't ruin the experience for other 4 people by fail-unhooking yourself once a killer made a mindgame against you in early game.
If a similar system was implemented to Dota2 where toxic players are matched with other toxic players without them knowing, you would be BEGGING to be transferred back in a matter of hours as every single first slug would result in a suicide on hook, I can absolutely guarantee you that.
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@CaffeineMochaFrappe said:
Well actually, if you say the punishment for those who kill themselves on their first hook is merely a depip, why don't you just join them and go for the next match instead of complaining.
If you think that rank matters, then I can see why you're frustrated, but you said it yourself "ranking doesn't matter" so yeah, why are you frustrated then?
Or if you really cannot trust your fellow survivors you can always hide and sneak somewhere watching them get killed and escape by the hatch all by yourself. That suits you best anyway.
I am personally frustrated because:
- I will waste an item I picked in the start of the game (god forbid it's a rare one as well)
- I have wasted my time waiting in the lobby, waiting for the game to load, 2-3 minutes of gameplay which is basically concluded the moment the survivor fail-unhooks himself
- I will have no fun playing an unfair game of 3v1 which originally designed as 4v1
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@Freki I agree that the self-unhook is a game mechanic available for everyone at any time, I haven't told once people should get punished for using it. But from your incoherent mess of a text I can confidently say you didn't get the point I was trying to make so let me break it down once again.
The person who hook-kills himself in the beginning of the game RUINS THE EXPERIENCE for the rest of survivors making it much harder for them to win. This care-free behavior at the moment is punished only by a measly depip which no one cares about because frankly ranking as a survivor is EXTREMELY easy to do.
If you honestly think every 2nd or 3rd game to play as trio vs a killer is something natural and expected - you should stop. This is a 4v1 asymmetrical game, a missing survivor is devastating for the rest of the survivors. If you read my previous posts (highly doubt you will), you would see how this problem can be solved.
Also, no need for human intervention to "monitor" this behavior as there are plenty of algorithms used by many game developers (guess it was common sense, clearly not).
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@[Deleted User] said:
As others have said you can't force people to stay in a game. Especially when there is a killer running iri head, mori tunnel off first hook etc. Fix the reasons why people want to kill themselves on hook or DC and it will happen less. In my opinion mori's need reworked completely, strong addons need to be looked at, and keys also need reworked or removed to make things fair on both sides.
yet another one who missed the whole point of this thread
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/1502010#Comment_1502010
Punish HOW? you have yet to answer that. What kind of punishment besides the death of their character are you looking for?
And do you really think the DBD system can actually check the point in time in which something occurred during a match and self regulate to decide whether or not something is punishable????
Because again, I just gave you an example of when I was disconnected from the END of a match which hurts no one but me, and I still got a penalty.
I'm not a game designer, I'm just throwing around the ideas which might help to deal with the current situation (interesting that you see no problem in playing as 3 survivors at 00:40 mark, but whatever).
If the game cannot see the overall time the game lasts, it can be easily added. It's a feature which has been for more than 30-40 years in video games, it's a feature which sprouted a whole movement of speedrun gaming.
In my mind a punishment for ruining the game for other 4 people (killer included obviously) might be a hidden ladder in which such people might be put and allowed play with other entitled crybabies who fail at unhooking in the beginning of the game, something Dota2 has implemented long time ago to combat toxic players. Consider it an unseen parallel world in which everything is the same, the main difference is in the mindset of the survivors who are willing to ruin the game for others because their ego was shattered when they got outplayed one time in the beginning of the match.
Also, not sure why are you are bringing the DC again, I'm clearly talking about the fail unhooks. If you DC, you get a timer.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/1501932#Comment_1501932
Everyone read what you said but it just doesn't make sense. What is a "harsher punishment". They die. That's the punishment. Do you want someone to irl punch them in the chest too?
And then let's say you get what you want. What if my first hook doesn't happen until late in the game and I want to kill myself to give the last person a chance to escape. Does that get the same punishment as killing myself on hook earlier in the game?
Because I can already tell you DBD doesn't care about early game vs late game and can't differentiate. I got a DC penalty once while I was opening the exit gates, my power flickered and caused the internet to go out. Didn't matter that it was late game or that I didn't DC intentionally. All the game cares about is, "it happened, here's your punishment."
So how would your supposed punishment separate early game saboteurs from late game strategic death
The system sees the difference between a DC and fail at unhook, if u get DC you get your usual timer before joining another game. If you failed at unhooking it might check the point in time the current match is going and punish if you failed at unhooking in early game, especially paired with other failed unhooks that particular day.
That wasn't so hard, was it?
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/1501932#Comment_1501932
Everyone read what you said but it just doesn't make sense. What is a "harsher punishment". They die. That's the punishment. Do you want someone to irl punch them in the chest too?
And then let's say you get what you want. What if my first hook doesn't happen until late in the game and I want to kill myself to give the last person a chance to escape. Does that get the same punishment as killing myself on hook earlier in the game?
Because I can already tell you DBD doesn't care about early game vs late game and can't differentiate. I got a DC penalty once while I was opening the exit gates, my power flickered and caused the internet to go out. Didn't matter that it was late game or that I didn't DC intentionally. All the game cares about is, "it happened, here's your punishment."
So how would your supposed punishment separate early game saboteurs from late game strategic death
Easy, the system will see the difference between DC and failing at unhooking, if it detects it was a DC you will get your timer before joining another game as we currently have, if you failed at unhooking it will check how many times you failed that particular day and will punish you, it might not punish you if the game has reached a certain point in time (late game) but will most definitely deliver justice if it detects a unsuccessful unhooking in the early game, especially paired with the same attempts that were done that single day.
That wasn't so hard, was it ?
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It's obvious people have really poor reading skills in this thread. I am talking about harsher punishment, not a hostage situation. You're free to fail at unhooking yourself, but if you do that you need to get punished much harder which hopefully will make you think twice before doing that.
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Juggle survivors, have at least 1 gen defense perk, don't chase for more than 30 seconds. I rarely get gen rushed but when I do it's probably a sweaty 4 man SWF on coms and toolboxes.
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Because it's fun
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Killing yourself on hook after getting to stage 2 even tho the rest of the survivors are completely capable of unhooking you and the killer is busy is completely justifiable as it as a huge red flag about the players who are in your team.
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Am I the only one who doesn't use Stridor on Spirit and instead turn my volume up for pretty much the same, if not the better effect? 😂