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TheWheelOfCheese

TheWheelOfCheese

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TheWheelOfCheese
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  • @Azulra said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610547#Comment_3610547

    It technically is griefing to just sit in a corner you can't be hooked from just to mess up the killer's stats because they messed up yours. It's why it's the only other reason I'd do reports outside of hacking reports.

    No, it's technically not griefing.

  • @Azulra said:

    https://forums.bhvr.com/dead-by-daylight/discussion/400305/why-do-survivors-prefer-bleeding-out-when-everyone-is-slugged

    It's due to the fact that those survivors prefer to grief a lot by trying to make sure the killer can't hook them since bleed-out deaths don't get counted as kills for the killer in the system(resulting in less points for pips, BP, etc) then they try to blame the bleed-outs on killers and even try to report some of them for something THEY did to themselves. It's honestly the only way you can really get me to report a survivor outside of blatantly cheating and such.

    What are you reporting them for? Not letting you hook them? Survivors are under zero obligation to make themselves easy to hook. This is an absurd take.

  • @Duse521 said:

    thank u very much bro but can u move my ban cuz i recomending that this problem must be fix if player disconected or just leave that s ban but if crash happened that s something diffrent and not causeing ban dude u feel me type ######### and one again thanks for quick response

    I am not BHVR staff.

    And I doubt BHVR staff would remove a matchmaking ban caused by an issue on your end. Fix what's causing your crashes and wait out the ban.

  • I don't have a "codex." Rather I give the same energy I get. If it's clear the survivors have no idea what they're doing, or they are being memey, I'll chill and maybe join in the memes. If they're slamming gens and looping like thousand+ hour gamers then I will also play like a thousand+ hour gamer.

    Otherwise, about the only "rules" I try to strictly adhere to are:

    • If one survivor clearly gives up near the beginning of the match without any apparent cause other than that they don't like the killer, or I injured/downed them first/quickly, etc., I will not hook them and force them to either bleed out or take the DC penalty.
    • In exception to the above, I do not begrudge other players their hooks if they want out of the trial after a teammate gives up. It's not their fault they have a child on their team.
    • If it's clear one survivor is actually trying to play the match even after other survivors have given up, they always get to escape.
    • If two survivors are left and one is doing gens while the other isn't, I will try to find and kill the hiding player and let the gen-doer escape to reward them for not dragging the game on.
  • There is no way for the server to tell whether your game crashed or if you unplugged your PC/console/router. If they changed it so that crashes didn't cause a ban, people could just disconnect their device from the Internet to avoid a ban.

    Also, crashing out of a game affects your teammates so if you can't run the game in a stable way, not playing will be kinder to other players until you sort out the problem.

    If you're on PC I would suggest running a memory test and a CPU stress test. It's likely that your system has some kind of hardware fault such as failing memory or a failing/overdriven PSU. These failures can manifest as random crashes.

    (I'm not discounting the possibility that the game is buggy -- we all know it is -- but I've had DBD crash on my PC exactly once in 2+ years of playing and that crash was due to the bugs that accompanied the Nemesis release.)

  • Because people, by and large, are garbage.


  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606163#Comment_3606163

    Thats the problem. Thats why swf cant be nerfed. Some people just want to play with their friends and goof around. Not everyone enbraces discord in the most cringe and anti-grass-touching way possible.

    I do agree with OP on the matter however, that almost all other parties in the game suffer because of the advantages, swf provides. Against a swf, where everyone is a good looper, all are on comms and everyone wants to win the hardest (brings best loadout, greeds gens and spreads on gens) most killers in this game cant keep up BY A LONG SHOT.

    Ive had games as pig against some of these guys where i didnt even got one hook. It was this ridiculous. Then i challenged them to play on my turf (midwich), they agreed and we played a custom. I didnt hold back. I brought lethal and corrupt just to get my first down in under 4 gens. Jigsaw sketch and tempered timer did the rest. I barely got 2 kills (with 3 hooks if i remember correctly).

    This build (lethal, corrupt, deadlock and stbfl + crate of gears/jigsaw sketch + tempered timer + midwich offering) is almost the strongest a pig can bring in my opinion. I very rarely bring it, because it gets pretty boring. I kill most groups at 3 - 4 gens remaining. Against these guys it wasnt strong at all.

    What could be done is to give the killer some information on what they are facing. Yes, this would encourage lobby dodging, but there is no other fair possibility. If the killer knows in the pre game lobby, they can arrange their kit accordingly for the advantage a strong 4man swf has.

    I maintain the best way to deal with this is tell the killer who's grouped in the lobby, and give them a pretty generous bloodpoint bonus (static amount or multiplier) for each player in a group. Then it will be up to the killer if they'd like to play a fair game or get a lot of bloodpoints.

  • I had a 4-man DC when I was playing Legion. This was over a year ago so there weren't bots. The game just ended.

  • @francis1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567660#Comment_3567660

    Your perspective makes sense, and it's an important aspect to consider. When a survivor leaves, it might seem counterintuitive to award other survivors with additional Blood Points in addition to the killer. It could potentially create a situation where survivors may not feel the consequences of a leaver's action.

     It raises a crucial question: should survivors be rewarded for the actions of a leaver? I think this is a topic that warrants careful consideration. While some may argue that compensation ensures a more enjoyable experience for the remaining survivors, it's essential to explore the potential consequences and implications of such a system fully. Ultimately, the goal is to create a fair and balanced gaming environment that benefits all players, and finding the right solution is undoubtedly a complex challenge for anyone to undertake.

    The challenge lies in finding a solution that promotes fairness without risking potential abuse of the system. One possible approach could be to provide compensation to both killers and survivors when a disconnect occurs, but in a way that doesn't disrupt the overall balance of the game.

    However, awarding survivors the same amount of Blood Points as the Killer when a team leaves the game can have adverse effects like abusing the system where teammates intentionally provoke a survivor to leave the game because the remaining team members will receive extra Blood Points as compensation which will inevitably lead to a toxic environment as players manipulate the system and other players. Another scenario could be that survivors will intentionally leave matches when they face a challenging situation or when the believe victory is unlikely which is the circumstance that I find myself in as a Killer. The other thing could be that as a Killer, I may question why survivors receive unjust and additional Blood points when a survivor teammate leaves because it doesn’t relate to their own actions in the game and the extra Blood Points awarded to survivors can throw the game off balance and encourage survivors to be more reckless or careless because they know they will receive compensation if a teammate leaves the game. Another thing is that the additional Blood Points awarded to survivors can sway the outcome of each match and benefit survivors even though they were losing a match because of the disconnect.

    The goal is to ensure that leavers do not negatively impact the experience of others while also preventing any unintended exploitation of the system. It's a complex issue, I get it, and fostering discussions like this one is essential to explore potential improvements for the Dead by Daylight community.

    In cases where a majority or all of the survivor team disconnects during a match, particularly when they are losing, my proposal is that only the killer should receive Blood Points. This adjustment would serve to compensate the killer for their invested time and effort, ultimately fostering a fairer outcome in such scenarios.

    Fair points.

    As a counterpoint to your suggestion that the killer be compensated for the leaver, this could also encourage killers to intentionally provoke survivors to leave, such as by tunneling one survivor or by slugging all 4 survivors and letting them bleed out.

    On the other hand, knowing that leaving will give the killer significant BP compensation might deter survivors from leaving, as many survivors, especially when faced with a killer that they perceive to be playing in an unfair or abusive way (even if they are not), will be reluctant to perform an action that rewards the killer.

    On the whole, this suggests to me that the current process for handling leavers is fine, or at least not egregiously bad. I do just fine in terms of BP even in matches where someone leaves, and I can't say I've ever felt entitled to additional BP just because one of the players is a bot. (Especially compared to before bots, where you'd just get a flat 625 BP, which was often less than you would get for sacrificing them. At least now you can still get the sacrifice points.)

  • @francis1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567350#Comment_3567350

    Dear TheWheelOfCheese,

    Thank you for your input and for taking the time to contribute to this discussion. I understand your perspective on distinguishing between different types of disconnects. However, I'd like to clarify the specific scenario I'm addressing.

    The issue I've encountered is when multiple survivors simultaneously disconnect during a match where the Killer has made legitimate progress, such as hooking and downing survivors. It can be frustrating when these disconnects result in AI-controlled survivors, altering the dynamics of the game.

    While I acknowledge the challenges in distinguishing between intentional and unavoidable disconnects, the focus here is on finding ways to ensure that disconnects in such situations do not penalize the Killer who has invested time and effort into the match. The goal is to create a more balanced and enjoyable experience for all players involved.

    I appreciate your understanding and hope that we can continue to explore potential solutions to this concern within the Dead by Daylight community. Thank you again for your thoughtful contributions.

    See you in the fog.

    As a killer main, I find the substitute bots to be infinitely better than the prior situation where the survivor would just disappear. It does alter the dynamics of the game for sure, but I can still get chase and sacrifice points, and the survivor team gets a wallhacking player that isn't scared of doing gens.

    The biggest issue I have with the bots as killer is that you literally cannot mindgame them, so playing against them as an M1 killer pretty much requires you hold W in pursuit, following them through vaults, etc., until they exhaust a tile. It's boring and predictable -- but it's still better than the alternative, because I am still getting chase points (good for me) and the other survivors aren't in a 3v1 and can still work gens (good for them).

    The only other option I can think of would be to backfill other players, which is fraught with its own issues: I cannot ever imagine wanting to be backfilled into a game where a survivor left (there would need to be significant BP compensation for that) plus you have to account for the build of the player (do I get their build or the one I picked, and what happens if I don't have the perks they did).

    A BP bonus to the killer would be nice, but honestly a BP bonus to the other survivors is more important IMO; as much as it sucks for the killer, it sucks a lot more for the survivors left behind by the leaver. It would need to have some constraints, e.g. if the leaver is in a SWF then the other members of the SWF would not get any bonus.

    In conclusion, I don't think the current situation is perfect, but it's substantially better than it was a year ago, and I don't see a realistic way to improve it that will satisfy all players but also can't be abused to intentionally artificially inflate BP gains.

    Leavers ruin everything, and I don't think any online game has managed to completely fix that problem to the satisfaction of all players.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566452#Comment_3566452

    Killers can’t enjoy the event either. If killers spend time patrolling the void realm, or spend time trying to do other event stuff, but all the survivors are ignoring the event so they can just repair generators, then the killer is probably going to lose the game.

    The only time the killer gets to actually enjoy the event, is 1) if the killer 100% knows someone actually went to the void realm, or 2) the killer tunneled out 2 survivors, and now they finally have enough time to enjoy the event.

    Pretty much this. If I play chill as an M1 killer trying to enjoy the event, the survivors slam gens.

    I even had a full SWF all running power struggle + plot twist + background player and intentionally going down at pallets to make pickups impossible. The only way I could have possibly won that game on the killer I was playing would've been to slug them all twice. And while other SWFs may not be that egregious, others are still definitely playing to intentionally make the killer miserable more often than not.

    So now I'm just playing Nurse. I can be chill without handing the whole game to the survivors, and can tailor my intensity of play to meet whatever intensity is given to me. If the survivors are being cool then I can be cool, too. If they aren't, then at least I have options... and I can actually afford to do event stuff in the Void without throwing.

  • Moreover, it would be beneficial to explore ways to distinguish between intentional disconnects and those caused by unavoidable circumstances. A fair and consistent system for handling disconnects would help maintain the integrity of the game and foster a more positive gaming environment.

    This is, unfortunately, quite impossible. To the server, these all look identical:

    • Someone's Internet connection became unreliable or was completely lost. This could losing connection to their ISP, or their wireless access point having issues.
    • The person immediately turned off the device on which they were playing (on most consoles you just push a single button).
    • The person disconnected the network cable from their device.
    • The person disconnected a cable from their router.
    • The person killed the DBD process on their computer.

    Only the first category is legitimate. If you consider "lost network connection" legitimate then you open the door for people to game the system by intentionally causing a disconnect using any of the other options. I promise you that the kind of person who will click "leave match" in a rage is exactly the kind of person who will pull their network cable in a rage once they figure out that doing so evades a penalty.

    So there are really only two categories of disconnection: (A) someone clicked "leave match", or (B) the server lost connection to them (one of the above options).

    Currently, both options are punished with a matchmaking penalty, so it's unclear to me exactly what you are suggesting be different.

    Note that if the server itself crashes, no penalties are given.

  • I have all of the cosmetics already from prior events, and SWF is, moreso than usual, making killer largely insufferable.

    So... meh.

    BP is nice, that's about the only good thing to say.

  • For me it's shown that I've watched enough for all 3. I claimed them over two hours ago and they still don't show in my account, even though my accounts are linked.

    Edit: The DBD twitch drops page ( https://account.bhvr.com/twitch-drops/dbd/ ) shows all 3 "pending" so I guess it may just take some time.

  • @Aven_Fallen said:

    If this is an intentional change - finally. Now they just need to hide Survivor Names and Profiles in the Lobby.

    I really dont want to see any more Killers dodging because they want to cherrypick the easy games. I played against a P0-Trapper a few days ago who did not even have Tier 3-Perks (I dont know their hours, because they were not on Steam). The Survivor-Team consisted of a few high prestiges and 20k hours total... And because the appropiate Killer dodged, some poor Newbie-Killer got matched against us.

    They did not get bullied or anything, but they probably did not have a good match.

    So the more reasons are removed to avoid dodging, the better. This is one of them. (Especially because Prestige was so pointless... Someone could be in the game with a P2-character while having multiple P100s and the Killer would not know this anyway...)

    The newbie-killer got matched with you because BHVR can't figure out how to properly backfill.

    This is a band-aid fix that doesn't address the real problem.

  • The disconnected alien continues walking against the wall, your controls no longer do anything to influence the game.

    You'd also see this behavior if you lost your connection to the game server, so it's far from conclusive that this was the result of the killer disconnecting.

  • This is an anti-camping measure to prevent you from camping a hook by sitting in the tunnels under a vent that's near to the hook, similar to how it takes Singularity 4-5x longer to "wake up" when you return control to him from a biopod while he is near a hooked survivor.

  • I swear basement hook challenges break every few updates.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466919#Comment_3466919

    Looks like you have issue to understand this: They are not gonna nerf things just because people complaining. And they are not gonna keep things as how they are just because people don't talk about it.

    They are looking their datas for make some changes. So Singularity add-ons monitored by them and they decided change some of them. And his add-ons changed. Some buffs, some nerfs and some rarity changes. Not only nerfs like you are making it.

    The data they're looking at is "we haven't sold enough of the new chapter yet."

    This is how it always goes. New perks are overtuned to drive sales, then they nerf them when sales drop off.

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466637#Comment_3466637

    Uh no. Game has the easiest gens to find. They're mostly in the open on the top floor and has one in every 2 rooms. On the bottom floor, the mostly all spawn in the same spot and are easy to learn in a few games. Otz explains why it's a strong killer map https://youtu.be/lIzwuFOOYiI?t=1869

    Then I must have the worst teammates, because they always run around looking for gens.

  • @adsads123123123123 said:

    The Game is actually a good map for most killers. Stats years ago showed it was one of the highest kill rate maps. See Otz's map tier list https://youtu.be/lIzwuFOOYiI

    It's good only for M1 killers in the same way that RPD and Lery's can be: survivors can have a hard time finding generators if they haven't learned the spawns. If the survivors are actually competent then it's an awful map for M1 killers, especially non-stealth ones.

  • @LobbyDodgerLeonidas said:

    Made for This did get a nerf, the endurance no longer procs when you use a syringe on another survivor

    Oh good! Because that's what was busted about it!

  • Stuff like this is literally why people say that either the devs don't play the game or they aren't very good at it.

  • @NotAnotherDoctor said:

    I've spent most of this event playing survivor and every single game it's been sweaty nurses, sweaty Blights and sweaty Weskers. I don't mind the camping and tunnelling so much because I know gens are flying but it's the slugging that does it for me.

    From here on in for the remainder of this event I'll only be bringing the following offerings:

    • Garden of Joy
    • The Game

    I'm not wasting my cakes on BS

    Weird, my game crashes during load whenever survivors bring those offerings. 🤨

  • He has no power against good survivors, even with the recent buffs.

  • @Yourdeadcorps66 said:

    Its been a game mechanic since day one if you could re use hooks after a survivor dies on them then how is that fair so you can just down everyone by the same hook wait for them to die and hook the next one. If thats the case lets make un hooking yourself 90% instead of 3% if your that bad as a killer dont play killer there are enough hooks on the map just choose what ones you use wisely.

    If everyone is going down by the same hook one after the other then the killer can just bleed them out anyway. That's a problem of the survivors' creation.

  • They're supposed to lose.

    Survivor has been at 100% incentive for me since the patch released. I wonder why that could be?

  • Killer has been miserable since the patch. That's why.

  • Agreed.

    New killer is bad.

    New map is bad.

    Chapter is bad, skip purchasing if you haven't already.

  • Maybe the tea bagging survivor at exit is actually trying to say "gg killer, hit me for some free points at the gate!"

    LOL. 9 times out of 10 they run out of the gate before I can land a hit, so no, that's definitely not it.

  • @Veroles said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442889#Comment_3442889

    I think that's possible but not with two identical game modes exactly because of that reason.

    Yeah, and I don't think the devs have the manpower to do that.

  • @Veroles said:

    As I have said several times in other threads, I can understand both sides.

    I understand that many people love to play as efficiently as possible.

    I understand that a lot of people like to play for action/ wanna use funny builds or just want to complete challenges or something like that.

    The problem I see is simply that everything ends up in the same queue.

    I would love to have split queues for this reason. I don't really see a way it can work in practice, sadly. People will just join the "for fun" queue because they want easy games, and eventually there won't be a difference between the queues.

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442204#Comment_3442204

    They can't do anything about it. The game has an inherent justification for people to be rude to one another: you're a big bad killer out to get me, so if I'm toxic to you then it's justified because you're the bad guy. You can't force empathy on people. It's not like they can send someone around with a hammer and break toxic players' stuff until they play nice.

    They can literally ban people from the game, don't be intentionally obtuse.

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441555#Comment_3441555

    DBD has the most insanely toxic community I've ever seen. It's remarkable.

    I burn bps every game every time there's a bloodrush going on. If I get spooky scary tunneled or gen rushed oh well? I still got more bp than I would have otherwise, and other people getting more doesn't affect me at all.

    To be fair, BHVR seems completely apathetic about the toxicity in the community. It's not remarkable to me that an environment that does not punish toxicity has an above average amount.

  • Why?

    Because humans are awful, that's why.

  • I had a nurse match tonight where a Jill loaded in with No Mither and a flashlight. As soon as she realized it was a nurse, she came and found me and clicked her flashlight at me until I downed her. Sigh. Thankfully she got rescued by another teammate after "trying to unhook herself."

    She followed me the rest of the match, clicking her flashlight and trying to body block during chases. I slugged her now and then. Eventually, after 2-hooking everyone else, I let her bleed out and let the others leave.

    More killers need to do this, IMO. Of course, sometimes it is out of your hands (a teammate doesn't rescue them) or it happens so late in a cursed match that it's honestly acceptable to give up, but if someone gives up at the start of a match, make it the longest, most boring match of their life.

    Maybe they'll learn.

    (Probably not, though.)

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442091#Comment_3442091

    The Ada didn't do anything bannable, though. She gave up the moment she saw the Knight, yes, but she didn't stall the game or hindered the progress of the match towards its conclusion.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442094#Comment_3442094

    Yes you can. With the new system in place its enough to just click on the Thumbs up/thumbs down icon and report them. This generates a ticket on BHVRs side and they knew who all the players are. If you want to give additional info about a match afterwards via the website, just state that it was your last match and that you reported it ingame. Of course, in this case it wouldn't do anything, as the Ada didn't commit a bannable action.

    The Ada didn't do anything bannable, though.

    Incorrect. AFKing and "refusing to participate in normal gameplay" are both bannable offenses.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440572#Comment_3440572

    Pretty much nothing you just said is true, but I feel so ######### today that I'm struggling to bother.

    The entire first paragraph was absolutely true.

    Everyone keeps saying "carrot was tried, didn't work." These people do not understand what "carrot" means.

    If you are trying to reduce a behavior with a reward, you need to reward not engaging in that behavior to a degree that is more favorable than the effect of the behavior itself. Nothing in 6.1.0 actively rewarded not tunneling. In fact, one of the existing carrots (BBQ stacks) was removed. 6.1.0 reduced the number of carrots.

    Now, if you want to say that 6.1.0 made not tunneling more viable, this is true -- but that's not the same as the other perk and basekit buffs being a carrot in this scenario. There was still no reward for not tunneling, other gameplay tactics just became less bad in comparison.

    An actual carrot gives the killer a reward for spreading hook states. Right now, the only two perks in the game that do this are PR and Grim Embrace. Neither perk's effect is as good as tunneling someone out, so as carrots they aren't effective.

    Bringing back BBQ stacks would be another carrot, albeit another weak one.

    An actual "carrot" would make not tunneling more effective than tunneling, or give some other reward so substantial that many killers would choose to take the reward even if it means losing the match.

  • I never watched him much but now I'm wishing I had. He does seem like such a genuinely good person, and I wish both a painless passing as well as comfort for his family. The world was a better place for his presence.

  • @Dreamnomad said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3436458#Comment_3436458

    Riddle me this. Why is the bloodpoint bonus for match balance almost always on survivor? The answer is there is a greater need for players in the survivor role than there are in killer. Playing as a survivor is a miserable experience. I'm shocked anyone likes it.

    At my location and MMR, the bonus is almost exclusively on killer at 100%. It will periodically shift to survivor for 25%, maybe 15 minutes at a time, then back to 100% killer.


  • @illNicola said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438866#Comment_3438866

    The legal thing came up recently, before this all social were full of people spamming "Bring back stranger things" and something like this. Now it seems that ST fans calmed down, finally

    It wasn't recent. It was clear from the outset that it was being removed because Netflix wouldn't renew the agreement. People on the forums have generally posted positive things about ST and the nostalgia of the map, wishing it could come back, etc., but not flaming other people who tell them ST isn't coming back.

    That's the difference -- the FNAF fanbase was rabidly attacking other forum members for having the gall to tell them the Hellraiser chapter wasn't a FNAF chapter.

  • Nobody posts about ST here because they know the problem is a legal one that BHVR has no control over. I forget where, but Cote said something about him trying to reach out to Netflix multiple times about ST licensing and they won't even talk to him.

    It sucks that ST is no longer for sale, but there is absolutely nothing BHVR can do about that, and fandoms with more than 5 collective brain cells between them know that whining on forums about it won't change anything; if they want to pester someone, they need to pester Netflix.

  • Removing basement wouldn't bother me. I like the aesthetics/ambiance of it... but I could say the same about the new map (good aesthetics, bad gameplay experience).

    As a Nurse enjoyer, I can definitely say that hooking in the basement is disproportionately advantageous for her, since she can blink in and out of it extremely easily. The Nurse doesn't have to pay the price of the long walk out of the basement since she can just blink out (well, when the game doesn't randomly decide she can't, anyway).

    Though, I would admit that I would miss being comically sucked into the basement during a chase.

    If they do remove it, hopefully they will adjust all of the tome challenges that require hooks/sacrifices in basement, and they will also have to rework Monstrous Shrine and Territorial Imperative.

  • @Saiph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438238#Comment_3438238

    https://steamcharts.com/app/381210

    29.9k average players right now, which is the lowest recorded in the last 3 years

    Is it enough players for good matchmaking? I don't think so. What matters for OP is the number of players of their skill level, not the number of DBD players total. But, these ~30k players have been basically playing at all times for the last 3 years, regardless of balance changes and events, so they are unlikely to be casual players.

    As a result, DBD players most likely find matches quickly, but these matches feel way harder - on both sides - than say, in June.

    Are we looking at the same chart? The average seems pretty clearly to be around 40k, not 30k. And the average has been around that for an extended period of time both in 2022 and 2021.

    I could buy the player count having plateaued, but "all time low?" I don't see that borne out in the data.


  • @Saiph said:

    You're not losing because of the game balance, you're losing because you are being matched against 5000+ hour players.

    The player count is at an all time low. You, as a casual player, expect the game to match you against other casual players, and it seems that's why other people advise to lower your MMR. But what you're all missing, is that there aren't any other casual players to match you against. Casual players are not playing DBD right now. There's no event, no tome, no grade, and DC merchant made the rare survivors who attempted soloQ probably regret their choice and play something else.

    Try to play again in June, maybe it'll be better. But sadly, I think the game is probably on its final decline, and the matches will only get sweatier over time.

    The claim "all time low" is pretty strong. Where are you obtaining that information? At least on Steam, the game is averaging just shy of 50k players. That should be plenty for matchmaking to find good matches.

    I have said in the past and will continue to say that the matchmaking system simply doesn't work right, regardless of the size of the player pool. You could give DBD a million players and it would still create terrible matchups left and right.

  • @Nebula said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3435933#Comment_3435933

    Isnt it so surprising how the devs want the majority of their playerbase to actually enjoy the game? Wild, I know.

    The majority needs the minority or there aren't any matches.

  • Perk search bar is cool. It also should have been added 2+ years ago... better late than never, I guess.

    Bot backfill on DC is really nice and I'm excited for that change.

    The Nicolas Cage announcement is ... really weird, TBH. I'm not sure how I feel yet; having a real and still-living person in the game as a character is oddly fourth-wall-breaking and not in a good way. It makes me think that there was a meeting one day at BHVR and someone made a joke about getting Cage to be in the game and everyone had a good laugh except for that one employee who doesn't get sarcasm. This employee then went off and negotiated with Cage to be in the game and, when successful, brought the news to the rest of the team who stared dumbfounded at them, thinking "well... we can't really tell Cage that it was all just a joke, right? Ah, beans. I guess he's going in the game."

    The new chapter's aesthetic is very good, but I'll withhold judgement on the chapter until we see how the killer works and the perks that will be included.

    The planned Coldwind reworks have me absolutely terrified after the recent Mother's Dwelling rework where they took one of the most survivor-sided maps in the game and fixed it by making it even more survivor-sided. They also praised themselves for the RPD rework that didn't really address any of the complaints anyone had with the map. I really think they're going to rework the two Coldwind maps into something far worse than they already are. As much as I want problematic maps to be reworked, I do not trust the map designers to move the balance needle towards the middle.

    Cosmetic stuff generally holds no interest for me so I mentally tuned out for that segment.

    Face camp change is inconsequential unless they manage to botch the implementation; I don't face camp so it won't affect me.

    All in all, I found the stream in the "kind of good, I guess, but not terribly exciting" category.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431727#Comment_3431727

    POV: You completely missed them saying they're messing with Coldwind maps.

    Not saying I agree with who you're responding to, but in the same breath they patted themselves on the back for the RPD rework, which solved pretty much none of the major issues the old map had.

    The recent Mother's Dwelling rework likewise made an already survivor-sided and immense map even more survivor-sided by adding a ridiculous amount of LOS blockers everywhere.

    So, while I agree with the spirit of what you're saying -- that BHVR promised to update maps that are currently very survivor-sided -- their history with map reworks makes me honestly wish they'd just leave the maps alone, because I am near certain they will find a way to make them even worse and then give themselves more kudos on the next live stream.

  • This isn't a reply to anything specific, but I see the terms "matchmaking" and "MMR" often used interchangeably. Beware of conflating them, as they are different parts of the overall system that each play a very specific but different role.

    MMR is how the system measures skill. Given a particular lobby, if the MMR system can correctly predict the match outcome, then MMR is working. I don't think DBD's MMR system is perfect, but I also don't think it's that bad.

    Matchmaking uses the output of the MMR system to create matches from queues of players. I believe this is the part of the system that is currently problematic. As killer I'm routinely given very new players and absolutely stomp them, and I've no doubt that the MMR system would correctly predict that I win -- but the matchmaker still decided to put us in the same lobby, for some reason.

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