jaawn
jaawn
About
- Username
- jaawn
- Joined
- Visits
- 71
- Last Active
Comments
-
thanks!
-
@Mandy said:
I think we do pass that information on somewhat - with the survivor portraits showing that there's players needing assistance. How would you suggest communicating that in another way for example if you feel it's not clear as it is?
I made a mock-up of the kind of messaging I'm talking about (obviously you all could sort out what the wording should be, and make a dedicated icon/image, maybe something more actionable, but the shorter the better)
-
@Mandy said:
I think we do pass that information on somewhat - with the survivor portraits showing that there's players needing assistance. How would you suggest communicating that in another way for example if you feel it's not clear as it is?
A message with an easy to understand icon/graphic in the lower third of their screen, right in the middle, with a concise message suggesting urgent help is needed or else the team is in trouble. This could be on by default until someone plays a certain number of games, or you could just let people turn it on/off in settings or something. A lot of gameplay "best practice" strategy stuff could benefit from similar messaging to be honest. It'd help guide people toward more success/fun.
When I play with new players, they find the portraits, the debuff icons, and the boon icons confusing because there isn't anything obvious that guides you toward understanding their meaning in a way you can easily refer to if you forget while you're trying to absorb everything. I still have to refer to the wiki on a regular basis to figure out what something means and I have over 300 hours in the game spread across several years. So, intuitive messaging with words/pictures/animations in the middle of the screen where their eyes are would be ideal.
It's also pretty easy for people to tune out things in their peripheral vision unless you do something with the UI to direct their vision elsewhere like flashing effects or literally drawing an arrow (I'm not saying you should add more of that, I just mean that this is why messaging in the center, lower third of the screen would be better placement for new player messaging). Once you gain more experience, you eventually get used to checking the portraits, but it takes awhile and learning to do that isn't as intuitive as it could be. Also, just knowing the status of the team doesn't help a player understand why having 2 people hooked, letting people progress to phase 2 on a first hook, etc... should be avoided if possible.
-
@Mandy said:
When I play killer if one survivor has been really good throughout the match and has been kind of let down by team mates I will 100% let that survivor live. I retain that right as a killer to decide who lives or dies.
This is valid, but also the game itself should solve the problems that lead to one survivor having a worse time, being let down, etc by their teammates. It has been a long-standing issue and it shouldn't fall on killers being kind or whatever to address it. There are many ways to address this in gameplay design and they should be pursued.
-
@Plsfix369 said:
camping doesn't increase mmr that much contrary to public opinion, i don't see any camping bubba in high mmr.
Tunneling on the other hand, against weak survivors is very effective but also douchey move, you exhaust weak survivors into submission regardless if they run Meta perks or just playing for fun.
In high mmr I would agree Tunneling and Camping is fair but in low mmr where the killer clearly suck and just wants to get 4k all the time, it's a bad habit that entails a lot of stress and would ruin everyone's day.
Unless you're like me who mains weak killers in high mmr cause i like the challenge, don't act like a douche or you'll regret it in the long run.
This seems true but the effect on MMR (or lack of effect) isn't really the main issue here imo. It's more that it really just hurts the game for lower MMR games when there's nothing actively discouraging camping in some way (like something in the gameplay). Not gaining MMR or superficial "ranks" doesn't seem to change most players' behavior.
-
@BrokeJotaro12 said:
Please punish the people who tunnel and camp its not fun and it's a cheap way for people to get kills and points alot of killer mains will say that both those aren't strategies Please please punish them.
I definitely agree that this is an issue, especially camping hooks so people die on 1st hook and can't play, but they wouldn't necessarily need to "punish" people for it. I think there should be gameplay mechanics introduced that nudge players away from this behavior, similar to the crows circling a survivor who stays still or hides in a locker too long.
-
@AcelynnBen said:
well maybe don't pop 3 gens in 2 mins and maybe the killer might not tunnel or camp
so i guess both sides are equally annoying each other
and one side is always winning
I mainly play survivor and tbh I would glady accept gen speed nerfs if they put in anti-camping stuff
-
@I_am_Negan said:
https://forum.deadbydaylight.com/en/discussion/comment/2871258#Comment_2871258
If that's how they want to play whatever, but in my opinion the ones that only know how to play like this are the ones that over exaggerate about everything when they go against survivors that know what to do.
They don't know how to loop or mind game, when to drop chase, can't apply pressure, bait out dead hard. All they know how to do is circle around the hook. They never attempt to learn to play better.
And their the reason why gens don't get nerf and killers won't get buffed, but that just my opinion.
This is all the more reason to discourage the behavior actively. It improves the health of the game by nudging those players into a better direction.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2871239#Comment_2871239
I would say this is true. A lot of the time when I've experience killer's who tunnel it seems that they less thinking "It would be a good strategy to tunnel out this survivor" It's more "I see survivor, must hit and put on hook".
I know personally when I have tunneled, it's usually not on purpose. It's either I've lost track of who I've hooked (especially if there is more than one of the same survivor in game) or I just keep running into the same survivor over and over.
I think this is fair, but the game should provide extra visual cues and feedback to help killers maximize their threat in the match (which almost always means not focusing on a single survivor), and then once that exists so it's easier to be aware, it should actively discourage tunneling through game mechanics.
-
@tesla said:
why punish for using an intended mechanic of the game? should survivors be punished for doing gens effectively because it's not fun for the killer?
This is not even close to equivalent lol. For the game to work in a way where all players can consistently have fun, the killer can't just hook someone and stand there until they die on first hook. It's not an "intended mechanic" lol it's just dumb. No killer main I have ever met who is any good thinks camping a hook is a legit strategy. It is essentially just a trolly, unfun way to play that harms the game as a whole.
-
@FlameLickVA said:
They are strategies, despite not being engaging and or fun for survivors/both parties.
And, they are punished via:
- less BP and pip chance for camping.
- Perks, BT and DS being the big examples.
- Less pressure from both in some cases. (Camping = less chance for a 3-4k, potentially not even a 2k. Tunneling = a massive 5 second stun, and no gen pressure if failed, also less category BP and pip chance if failed which is HUGE).
The "punishments" are woefully insufficient to change behavior. I have literally had a killer say they "don't care about points" lol. It should just be an unsupported way to play and the game should actively discourage it. It reduces the fun and fun is the whole point of any of this. Yes, everyone else can go do gens but then their friend just dies and can't even play. No one wants to do that, so they end up in a false choice scenario where there is no good option, the match isn't fun, and the killer thinks what they are doing is valid because nothing really tells them otherwise.
-
@SuzuKR said:
do gens
Only works if everyone is on board, the game doesn't make it clear to newer players that that's what they should do, and that doesn't solve the issue of the unlucky person who's first hooked and just has to sit there and die, not getting to play the game.
-
@Rizzo said:
Grades are not considered for the matchmaking and a visible ELO would make it easier to abuse it.
Also keep in mind it takes multiple matches for your MMR to stabilize.
What if...consistent matches are less fun for some people? I don't want a super consistent, competitive game. That's not what DBD has ever been for me. I like having some inconsistency. I like some games being hard and others being easy. It makes the whole experience more enjoyable. I played for awhile today and after a few matches, I started being consistently matched against uber competitive killers (aka "sweaty" or "try hard"). That's not fun for me. Maybe I'm good enough to play against them sometimes, but I don't ever want to. This game is not just about trying to "beat" someone else for me, and if it becomes only that...I honestly won't have fun with it anymore.
-
@Mringasa said:
https://forum.deadbydaylight.com/en/discussion/comment/2483498#Comment_2483498
Grades have nothing to do with the MMR System. They are only for End of Season Rewards. Higher Grade = Higher Reward per side. So you can get Iridescent 1 for both Killer and Survivor. Your MMR rank is completely hidden, so you will never know how your matches stack up versus the team mates you have, or the Survivors you are trying to kill.
Everyone will be reset to Ash IV at the end of the Season on the 13th of each month. The one nice thing with this is you can never downrank. So if you gain Iri 1, then have some bad matches, you will never downgrade to Iri 2.
...I know. I read all of the patch notes. I fully understand how the new system works, and what grades mean. However, it seemed like some people were implying that your skill affected which grade you got placed in for the rest of this month. Also, even if that's not the case and it's literally a 1-to-1 mapping from old ranks to grades, being red ranked under the old system did have some link to skill. Clearly there were shortcomings, but because you could lose pips and derank, it wasn't meaningless. So, me being matched with all red grade lobbies right now, before the first full reset, does provide a clue as to how my MMR "stacks up" at the moment. That will go away with the next reset, but that doesn't mean it isn't valid for now.
To be honest, I don't really care for the grades. They seem misleading and pointless under the new system. I think they should just get rid of them and absorb that into the rift system so that all the progression-based stuff happens there. The grades have the appearance of a rank, but it is definitely not a rank. That's bad design in my opinion. If it is merely a progression system, make it look like one...don't model it after the ranked divisions other competitive online games use lol.
-
@Yankus said:
Then go play something else.
I am a very positive and easy-going person in online games these days. I never rage, rarely get upset at all... but I don't think people should be dismissing the frustration over the new matchmaking. I very well may have to stop playing DBD because I played for 5 hours today and had the least fun I have ever had playing this game...by far. I've put like 270 hours into the game and had tons of fun under the old system. The skill-based version feels way too competitive. I want to play this casually, I don't want sweaty matches where everyone is using only meta builds, having no mercy, etc... but that's how today was. I guess I could purposefully tank my MMR but that shouldn't be necessary, and may only be a short-term solution depending on how aggressive their rank adjustments are.
-
@Duke_Ragereaver said:
https://forum.deadbydaylight.com/en/discussion/comment/2482894#Comment_2482894
unfortunatley thats not how it happened, i can confirm it. i was in gold after the update, and quickly hit iri. so they seemingly just took your rank and made that your grade yesterday.
I played today and it started me at Ash 4. I normally got down to green or purple ranks under the old system. After a couple games, I was being matched with all red grade people in almost every match. It looked silly. Rank 1 killer, red rank teammates, and then me... literally at the bottom of the scale lol. So, unless something was broken with mine, it doesn't seem to work as you say.
-
@justalilbit123 said:
I actually can't take this anymore. This has possibly been the worst experience I've had in DBD, ever.
Every single match is a Blight, Spirit, Nurse or Huntress running ruin/undying/pop/x with skins (sign of investment in game) powerful addons and clearly good at the game, all my team mates are shockingly bad. For instance I have over 1000 hours in the game, my last 3 team mates had LESS THAN 100. They were BRAND NEW to the game. They even admitted so, one of them claimed "I haven't played in around 6 months" and the rest only played "once in awhile over the years". The killer had over 2000 hours. This makes absolutely no sense.
Why am I getting paired against a top tier killer player but my team mates are practically brand new to the game? What kind of crappy game quality is this?
I'm glad it's not just me. I honestly think SBMM is going to ruin the game for a lot of people if there is no way to indicate to the system "I do not want to be placed in matches where everyone is sweaty and competitive". Maybe the issue is just that it thinks I'm a top-tier survivor or something idk, but I do not have fun AT ALL playing against sweaty rank 1 killer mains. Even if it ends up being true that I'm good enough to be matched with them sometimes...I don't want it. I'll just quit playing if most of my games end up like that.
