twistedmonkey
twistedmonkey
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Queue times have been bad for months and before lots of the recent changes. This topic has been looked at multiple times over that period.
They first increased with the implementation of dedicated servers on pc as it changed how players were matched. This became true again when they first hit ps4 early this year and players stated queue times again increased.
The other major change was swf using the highest ranked player. This alone caused a large imbalance. Take 40 x 4 man swf with only one red rank player.
This means you need 30 more killers to fill the lobbies. At this same time lower ranked killers found queue times were also longer since it pulled more lower ranks out of that area's matchmaking.
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My idea for this was to allow struggle on first hook stage 1 but it only removes 30s of time.
On hook stage 2 remove the button to struggle and add a suicide button after 30s instead which takes 5s to use. This is to stop instant killing when someone is there for the save to a degree.
This means at least 1 minute is time spent on the hook to help others.
The only time this changes is when on other survivor is alive where you can suicide instantly for hatch plays as I feel that is something which should be allowed instead of prolonging the game unnaturally.
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The issue is what you don’t find fun here which isn’t a valid reason to dc. Giving a legit reason for you as a killer to dc just opens up a mine field for both sides as both would have to be held to the same standard.
Like it or not players would dc due to maps, gens done quick, better players, certain killers, offering and adding to name a few reasons.
If you are not having fun take a break but doing is wrong on any side as it ruins the experience and wields less points along with being able to outplay the other. While you see it as survivors get something you aren’t seeing what they lose in terms of the match as a whole.
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All changes normally happen around 11am est.
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This is why DBD will never be a true hide and seek game as some would like. Imagine if this would become the norm.
It shows stealth can be viable in the game but it’s not fun for the killer to not find anyone. The fun is in the interaction between players which the devs try to promote.
The issue with it being banable is technically it could be classed as not doing the objective but since stealth is an option in the game what about players who like to play that way? Then we have to think should stealth players be punished with mechanics due to some doing this on purpose?
A killer can also prolong the game by constantly downing and slugging over and over while allowing them all to be picked up again and again and never hooking anyone.
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You don’t want to go down the road of perks which make a killers power less useful and weakens them slightly.
This is why players asked for the sabo change to trapper’s traps for a long time.
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1210203#Comment_1210203
Sorry.. that's just stupid. We paid for the game, we paid for the DLC. we have every right to leave a match if we want to.
You actually don't as it is against the rules set by the game devs as it ruins the match for all within it.
The only reason you should leave the game intentionally is if you have no other choice for say something in real life.
By buying the game along with all the DLC you simply have a license to play which can be revoked at anytime and aknowledge the rules they set in the eula which can be changed anytime to make the game better for all.
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1210063#Comment_1210063
No it isnt. There's no disconnect penalty on console.
It should bannable as the old system should be in place its just that was very lenient with the amount of dc's needed due to the p2p system.
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In terms of bloodpoints those who rotate killers even if they have a main have to spend more.
Since killers aren't just skins it makes sense that they would be viewed differently in terms of the in game economy.
Who knows though maybe it's a step as they are looking to increase bloodpoint gain overall. Thats pure speculation on my part of course but something I would love to see happen.
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Never found a key for almost two months and then I used plunderers and found 3 from 6 chests.
I don't see an issue with keys being found in chests as it changes up the game and forces players to be vigilant and change up play but I do think a perk shouldn’t find them so often.
It could just have been dumb luck on my part but it felt unfair when I found them.
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I don’t think this is needed as it will increase dodging but instead make players who vpn with bad pings be more at a disadvantage.
If someone uses a vpn they should have a harder time in the game so they really think twice about using one.
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It can mean both.
It was widely known to mean a killer is close when the game was new but over time players started to use it to mean come get me.
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Treatment Theatre
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@thesuicidefox said:
I play SWF a lot and I could see this as being a good feature.
https://forum.deadbydaylight.com/en/discussion/comment/1192300#Comment_1192300
Nah, just add a focal point blur effect to everything beyond a certain distance, maybe 20m. That way they can still call out if the killer is camping or staying close, but won't be able to give much detail beyond that. Also I would say have auras unaffected by this blur, because otherwise it would be really lame for solo survivors.
https://forum.deadbydaylight.com/en/discussion/comment/1192326#Comment_1192326
While this may be true, the fact someone is nearby means the save will be made almost instantly so whether the effect is there or not is irrelevant. The idea here is to prevent the guy on the hook from providing too much information to the others.
Which makes solo even more frustrating in that scenario. An swf member can easily tell them which way to run or will most likely take a hit while a solo player doesn’t know as they can’t see where to go to react to it.
That itself makes the effect more relevant in that scenario.
it also means nothing with instant saves in swf as like I said they know what the one rescuing will do and what perks they have which may help with the likes of BT and if the one on the hook has DS.
There is a lot more to what info swf have than simply where the killer is after a hooking.
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@Bellysmacker said:
https://forum.deadbydaylight.com/en/discussion/comment/1192309#Comment_1192309
That's why a time frame was suggested. I wouldn't want insidious camping to be mainstream. The time frame would also prevent the hooked survivor from being screwed without being about to plan a route.
If a team is near by then they will communicate. The fix was more for the hooked survivor from communicating. If a second wants to camp to watch killer then that's just two people not doing gens. The second couldn't state with as much accuracy as the hooked survivor can as to where killer went say with bbq or thrilling tremors.
Also a decent killer usually has some idea if another survivor is close to the hook or not either through perks or environmental awareness.
I still feel something could be worked out around this.
That’s what I meant by theory v reality.
Swf do tend to be close enough to go for the save especially in a 4 man. It’s very easy to hide from any killer if you are smart and don’t want to bait the killer as some do. Yes they can check close by but you don’t need to be in the immediate area to relay the info you just need to be able to see them. A Killer checking the area around the hook also leaves the other two to do gens freely in a 4 man.
If you look at this on paper it doesn’t affect those on comms really as this shows they will work around it with how they already tend to play.
It also only takes One person in an swf using kindred for that info to be known by all.
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@Bellysmacker said:
https://forum.deadbydaylight.com/en/discussion/comment/1192268#Comment_1192268
It wouldn't be a nerf to solo. The player would still be able to see the yellow auras of their teammates there fore would know some one is coming to save them unless they were hit by hex third seal or some aura blocker. Plus it could have a time limit.
The point is to give a little time for killer to leave hook without their direction being given away by comms.
That’s assuming the killer leaves the hook completely.
A killer leaving yes they could say which way they went so maybe a small time frame of having a blocked view could work in theory but in reality what is to stop someone else in the swf being close enough to then tell the others where the killer went?
If it’s permanent then it would certainly nerf solo or even a 2 man more than the rest as they wouldn’t know the best way to run once unhooked if the killer is returning or have info to plan a direction where a pallet may be while those in a larger swf could tell them that info.
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If your internet disconnects the system will see it as you left the game as it was your equipment or service that had an issue.
SWF also share the timeout of one person to stop players disconnecting for a friend as an example to give them the hatch when slugged.
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@zimer said:
https://forum.deadbydaylight.com/en/discussion/comment/1187636#Comment_1187636
"If they allowed each player to complete the rift then the above wouldn't happen and the rift makes no money as its free for ever and everyone has these complete sets."
Finally, a good argument. But this can be reached by anyone who starts playing from rift day 1 (i started playing from half), so.. that's just an error in logic from their side.
My response is the following, I would rather want to hit max level on the tome, then pay 1000 and get 500 auric cells back along with the skins (i would really like to get that lantern and feng ming mask for example), rather than reaching 61/70, get 850 auric cells, and the content up to that point.
I personally want to pay for the exclusives, not the auric cells. And the other players that are in the same boat with me will most likely not pay for the 61/70 rewards.
What a few of us asked for was the rift to reward a portion of the auric cells instead of the full amount so you pay less for the pass but gain all the rewards.
I guess the devs don't want this as players have all the skins and are less likely to buy the one a they need using the store. By doing this players will always have some left over cells which again tricks the mind as some will want to use up the currency they have.
It's why I don't bother with passes as rhey aren't designed to be completed by the majority but only those who have endless time to put into it. It's a carrot and stick scenario and some like yourself dont see the value of what you get ao you fall into the what you dont get camp.
I'd say most fall into the I got more I'll keep spending though or a lot more posts would appear. It's the nature of these passes. If it's deemed not worth it by yourself by trying it out id say you are in the minority like myself and not the consumer they aim for.
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@zimer said:
https://forum.deadbydaylight.com/en/discussion/comment/1187529#Comment_1187529
Its hard to argue with someone who doesn't understand that this rift was a glorified 50% sale off 2000 auric cells.
https://forum.deadbydaylight.com/en/discussion/comment/1187526#Comment_1187526
Here is an example:
I sell chickens for 1000$/each. I also sell cows for 50$/each
But if you buy both the chicken and the cow ill give them to you at the special price of 60$.
Its their shop, they price something in a way so that they may make something else seem much more appealing.
This is why the rift is what it is.
Take most items and why they price something at $19.99. This is due to it tricking the brain and seeming cheaper to the mind than $20.00.
No if someone earns 800 cells back and misses out on 3 pieces rhey are more likely to buy it again. The reasoning is that they will see the value of what they paid versus what they got.
Bear in mind the skins you get for the 1k cells far surpasses what they would have cost within the store itself.
So what you look at is needs and value. Needs come in the form of skins. Anyone who purchases the skins constitutes the need. Then we look at value. The skins in the rift would normally costs over 7k cells on thebstire so the value is a lot higher in the rift.
So for a lower price in cells you will get the next rift which means the value is even greater. Then once these skins go onto the store in a few months someone may well spend another $10 on cells alto complete the skin sets as its not just 3 prices of skins but completions of sets. It again makes the value greater for the price.
If they allowed each player to complete the rift then the above wouldn't happen and the rift makes no money as its free for ever and everyone has these complete sets.
It's better to entice people to keep spending and making it less than full price as it keeps the value of it high and creates a constant revenue stream.
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These types of systems are not designed to be completed by every player.
The rift itself is a business model and as such by design it’s there to make BHVR money. If everyone could easily complete the rift then they would be giving it away free and would only make money off of new players investing in it.
Its why the value of the rift itself for what you can get is lower than buying all the skins off the store. If you got 4 or 5 good pieces you in essence have your money’s worth. What it does is entice you to play more to earn more and why the challenges only give you half of the overall completion. It’s also so the majority have earned some cells so are more likely to buy the next one as it’s lower in price.
This is why I avoid all forms of battlepasses as they aren’t designed to just give you something but instead to keep you spending money over prolonged periods. Also remember it’s just cosmetics and don’t add anything to the gameplay itself so an optional extra.
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I can see why newer players could think this way not always knowing the design idea of it.
Maybe it’s a mentality thing where some see it active and feel it must be used or it’s a wasted perk.
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Survivor - play around and don’t care about dying. Learn the maps and objectives getting used to the game. Don’t rely on any perk and don’t get angry if you are camped or be toxic to the other side. Chose someone you like the look of and level them up. Feed the others for the teachables you want and get one fully decked out and play around. David with wglf is amazing for the extra blood points.
Killer - don’t sweat and don’t camp. Learn the maps and layouts and learn how to run them. Numerous videos on youtube how best to do this. Play a few and pick a killer you like. Don’t worry about rank or perks and learn the game first. Too much reliance on perks will make you a weaker killer over time. Leather face for bbq is a must for the bloodpoints. Again level up your main and get a build you like and play around with a few. While there is a meta out there find one you find fun instead of what others say is best.
Both sides -play the other to learn how they work. Know your enemy 😉.
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Stop rewarding the face campers.Do gens and get out.
If you want killers to stop doing it then please stop rewarding it by trying to bait them away or doing risky saves allowing them to tunnel.
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They have tried a few things in the past. All the notifications we now have are part of that. What you have to ask is was that a good addition as inherently it also buffs SWF.
Information is good to a degree but too much can make the game just going through the motions. It’s not a simple fix by any means.
Even with information solo will never have a few things.
The ability to play with others with the same mindset or game knowledge.
Information itself is strong but knowing what to do with it is another. This echoes point one.
Coordinate on the fly with others. It’s all well knowing someone is on the hook and where others are but how far along is each gen? Who has perks to better save if the killer is camping?
SWF don’t care as much about points when they are coordinated. It’s a grind game and solo players will do what will yield them the most BP in reality. This sort of throws out coordination like SWF as if two are close they will still both run in for the most part.
So What makes some SWF overly strong isn’t just the info but what they do with it. Unless the grind was dramatically reduced and DBD changed into an actual team game with win conditions where you actually win or lose as one but I don’t see that as a change for the better.
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@ResRattlesnake said:
https://forum.deadbydaylight.com/en/discussion/comment/1183861#Comment_1183861
If i get 10k base points then add the additional 1.5 of 10k (15k points)
Then 10k plus 15k equals 25k.
However, I see 10k plus 5k (1/2 10k) when I am done.
I am trying not to be combative, just get an understanding if this is what the Devs intended.
Because when Devs did 2x points, we got 10k plus additional 20k for a total of 30k we are finish addiing all points. Unless I am mistaken....
That math would be 2.5x bloodpoints if it went from 10k to 25k.
As others have pointed out.
10k bloodpoints x 1.5 is 15k. It's basically instead of the base of 1x your bloodpoints are 1.5x.
It's not an additional 1.5x on top of the 1x.
Much like the double bloodpoints is 2x so 10k turns into 20k.
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@ResRattlesnake said:
https://forum.deadbydaylight.com/en/discussion/comment/1183841#Comment_1183841
I know.... but I end up with half base points....
Are you saying if you ended up with 10k in a round you are actually getting 5k (0.5) instead of 15k (1.5)?
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@Kwanghyun said:
https://forum.deadbydaylight.com/en/discussion/comment/1182971#Comment_1182971
"It's the true new players BHVR need to look after a bit better when it comes to this scenario."
That issue is really overlooked. And that's what I'm trying to point out here. For my case it's obliviusly not a problem it's 3 less good players than usuall I can go against them and win all day, but a new player would have a significantly different experience. But the problem is, EVERY team is just like this in these low ranks. Or 2 purples with 2 beginners still the ssame thing.
I haven't heard about this new matchmaking though, maybe it can fix this, but considering that it's Behavior we are talking about, I doubt it.
The new match making was talked about in early January and a post made in the news section of this site on January the 27th with more details.
It is being worked on and will use an mmr system. How they determine someone's mmr no one knows the exact details as yet.
@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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With the new matchmaking rank won't matter so in your case you would probably be matched with more red rank.
In this case I don't see an issue as you clearly aren't a true rank 17 much like one or two of the rank 17 survivors looking at the perk loadouts. It looks like a bunch of players who have taken a break and came back for the extra BP's.
It's the true new players BHVR need to look after a bit better when it comes to this scenario.
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I bought it as I like Ash. The character is what sold it for me.
His perks are meh but anyone who had played DBD before he was released should have known MoM would receive a nerf.
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Best wishes for you and I hope the surgery goes smoothly.
Never underestimate the power of your own mind and your will power! Latch onto everyone and everything you love and hold dear to you, stay strong and keep fighting.
Ive known people who were giving time after a diagnosis and well outlived it. The only answer they gave was that they weren’t ready and had more to do.
I will be keeping you in my thoughts throughout this time.
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@Kira15233 said:
https://forum.deadbydaylight.com/en/discussion/comment/1179881#Comment_1179881
Probably but I do it after I died and still makes me dc, maybe a problem on both ends?
It could be and probably is tbh.
There are reports of switches randomly kicking people from games for various reasons and DBD itself is very resource hungry.
Makes me wonder if it closes what you are not using to free up resources for the current app you are in to work better.
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Well now you know what not to do. Not sure why you would post on twitter while in a game but each to their own.
It sounds like doing this just tells the game your connection has been cut and kicks you out. That could be an issue with how the switch works itself.
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No word as yet but they have asked the question in the recent surveys.
The normal response is "It is something they are looking into but there is no guarantee if it will happen or when"
So we will just have to wait and see.
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@Rapid_Oli_YT said:
https://forum.deadbydaylight.com/en/discussion/comment/1178219#Comment_1178219
yeah I have hyper X cloud II they are pretty good
I have the same headphones they are excellent 😁.
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Make sure you are using a good set of headphones. She is highly reliant on sound using her power if the survivors just stop running.
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We could all write at length the bad points and why it shouldn’t be done. Fun,boring,waste of time etc etc.
The bottom line though is some players play this way simply because they want too for various reasons or it feels beneficial to their end goal. At the end of the day it is their game to play how they wish and it has always been part of what DBD is.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/1171563#Comment_1171563
Say it to all the old Legion mains
There is a bit of a difference.
NOED is a perk which is working as designed.
Old Legion had mechanics which players found a way to use in an unintended way. Unfortunately it was the players themselves who abused it who are to blame really.
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I like detectives haunch paired with inner strength.
I normally find one instantly for inner strength and then seeing the totems close by after a gen pops gives me info so I don't have to look as much.
Small game is good also but versus certain killers it also pulls up traps etc.
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Have you tried all the fixes people have posted via a google search?
Verify the game files or reinstall the game
Update gpu driver
Update windows
Remove and install easy anti cheat
Also get the log files and send it to them as without information on your equipment and what is happening no one can help.
@Gay Myers (Luzi) said:
Hello people of the fog.
It has come to our attention that people sometimes experience freezes. If it affects you as the killer, that it takes ages for you to load in until a survivor DCs, please send in the logs too! If that happens to you, please do the following:
1. Close the game after it happened.
2. Windows Key + R
4. %USERPROFILE%\AppData\Local\DeadByDaylight\Saved\Logs - Enter this and press enter
4. Look for the file called "Deadbydaylight.log"Logs can be sent to [email protected] with the subject "Freeze". If the file is too big, please zip it. It will reduce the files size!
Thank you for your help.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1171931#Comment_1171931
and who decides what "proper gameplay" is?
If i walk around and miss all my hits because im really bad, does that mean I should get banned?
What if I did it on purpose? how would you know? is it then ok to ban?
What if I lose everyone 3 seconds into a chase, on purpose or accidently?
What if I defend an area of the map because I think that is important to "winning" the game for me? because that apperently went on here.
Now in all fairness, I dont trust OP's story at all and it saddens me so many people just accept it as a truth without ANY PROOF WHAT SO EVER. I could make up a story about my friend being banned as well for simple protecting a 3gen strat or something, then later have a post saying "YEP ITS CONFIRMED, HE GOT A REPLY THAT IT WAS CONSIDERED HOLDING THE GAME HOSTAGE" and eveyone would just believe it by the looks of this thread....
You would still be pressuring off gens protecting an area, chasing and at least engaging with survivors so that is why that wouldn't be bannable as tbh it happens and there is no way to say it wasn't just a bad player.
It is a lot different of course from staying in one place and not even trying to engage or protect gens from being done. Doing nothing unless they come close as you are not playing the game just chasing people away from a spot if even that.
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Depends on how many games they have been reported in as it may fall under the afk rule.
If they just stood in the house and didn't engage in proper gameplay then that could be the reason.
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@DarkPit said:
As Someone who only used to Disconnect for legit Reasons like too high Killer Ping or somebody Holding the Game Hostage, i wasnt afraid of the Dc penalties as they are meant to be. But there are a few big Problems with this i wanna discuss with you and Maybe get the Devs to read if the ideas are healthy for the game. i also wanna see differnt types of aspects from you as i am going to write, so feel free to comment politely.
First Point: Killing Oneself on Hook has the same Impact as Ragequitting but doesnt get punished at all.
People who are getting found and downed first who would usually just Dc and move on now will have to kill themselves on Hook. What game Change does it have? None. Its absolutely the same apart from you getting a few Points and NOT receiving a punishment. So the DC Penalty actually favours People who just wanna get out of the match asap then it was before.
Second Point: DC Peanalties should Prevent someone to ruin the game/fun for others. Then why do Killers receive a Penalty aswell?
In the current state of the game it often happens that new/low rank Killers get bullied to hell by red ranks, often SWF Groups whose Intention is to make the Killer toxic/ bring them to Ragequit just for their amusement. Dc Penalties are meant to Prevent Unfun boring games if a Survivor ragequits at the beginning. So they only work this way that newer Players who have to endure four enemies with greatly better skills cant just Escape the match, give the survivors their enjoyment of bullying a Baby Killer and move along. Instead they are forced to Play along whats pure unfun for them, or wait for a timer to go down because this game isnt best designed.When a Killer ragequits, it doesnt take away the amusement for survivors, nor does it Prevent Player to throw the game for their Team because Killers dont have a Team. so if they DC, the whole game just Ends.
So in my opinion Killers shouldnt get Penalties for Disconnecting.
Third Point: DC Penalties punish Players with Computer issues/ Players who DC because of legit reason like in the Topic so much more then it does towards the Group of People it is meant for.
I am a Kind of Person with serious PC issues, so it happens more often to me that i get kicked out of the game and have to wait altough i didnt break any rules which would usually trigger the timer. it even stacked up so much, i couldnt lower the Penalty by playing without issues then it stacked up, so Right now the game crashes once a day and i receive a 48 HOURS! ban for doing Nothing wrong, and of Course im not happy About it. and i also nknow im not the only perspn with such Problems, but These People cant do anything against it. Also if someone has a bad day and runs into hostage-taking Killers more then once a day i cant see a reason to punish them, but in such situations theres no way to get out then leave the match-
So in conclusion what i would do, is to program the DC Penalty only to apply if the ingame button "Leave Game" was pressed.
Yes, I know this would just get abused by People who used to ragequit a lot by just pulling the plug, delete their Internet Connection or just ALT F4 shut down the PC. But this would also be Kind of a Penalty since they have to reboot/ start their PC again and still get the same effects like Disconnecting but without the matchmaking lock.
Another solution to solve the Problem, which i would really like to see implemented, would be to just create a "Unranked Game Mode" which is meant for People who just wanna Play casually and have fun without the Need of Performing good .
This would work exactly like normal games. It would have (kinda) matchmaking, you use your normal perks and items you unlocked. items get consumed if you die/ add ons if you Escape, BUT
-you dont earn Blood Points
-you dont earn Devotion/ Archives progression
-you dont receive DC penalties, since the DCs Arent destroying the game in such a way as taking away Points/ Emblem Progress ANd other Survivor can just DC aswell and get into the next game without losing ANYTHING (except Maybe some time spend in Lobby).
So thats my Point of View of DC Penalties, and im really hoping to read some good comments, dont matter if agree or disagree as Long as they are constructive. Maybe you guys out there have some creative ideas of how to improve this Topic or Maybe the idea of an unranked game mode and give your opinion on it.
Let's look at you points.
First one.
I can agree with suiciding on the hook being looked at but with the rampant dcing there was no way to gage its true impact. Now they can get stats to show if it's a major issue and work on it accordingly.
Second point.
Disagree completely as fun is always subjective. Yes the matchmaking isn't working as intended but that is being worked on. To allow only killer to dc because they deem something not having fun is a terrible idea. Imagine if they don't like the map, gens pop quick, hex totem gets cleansed too quick. You just legitimised dcing ruining the other 4 players experience.
Think why the dc penalty was needed in the first place as it was from my experience prodominently survivors who dced for reasons much the same as I said above. Maps, downed too quickly a certain killer, being slugged etc. Point is the game is what it is and it should be accepted flaws and all. Just play out the match.
Third point.
This is on yourself. If you know your equipment has issues then it really is your responsibility to fix it. Playing when you know you have issues ruins the game for all the others involved. This goes for bad internet as well. It is what it is and playing when you know all this is putting your own needs above others.
The only aspect the devs need to work on with crashes is their own system when the actual game has issues outwith your control as those should never be punished for.
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My question is - why did you ever feel bad for using something that the game offers?
It's a game use what you can and play how you wish.
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Because they weren't changed when the emblems got added.
Imo it should just be a 4k within the adept requirements and emblem quality shouldn't matter at all.
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From what others have said it looks like they are using a macro.
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While they need to work on game crashes not punishing people as that should never happen when it comes to your internet unfortunately that problem does lie at your end.
You have to think each game you play with sketchy internet you ruin the game for the others involved. The system is much like other games where they also timeout for this happening. You can’t put the blame on game companies for wanting the players to have an experience others don’t ruin.
If the main issue is your internet then that is what you need to sort out first and foremost.
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All addons are lost after a match to keep more inline with killer. It’s just the item you don’t lose.
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@AnnoyedAtTheGame said:
https://forum.deadbydaylight.com/en/discussion/comment/1167204#Comment_1167204
Isn't English the main spoken language in the world? I've played so many games online over my life and most of the people on the game chat spoken some English. This game needs voice chat.
If there was voice chat in the group then people might use it. It's better to have something in a game than not in a game. Mute button can be used to mute players.
Its the universal language but not the most spoken. That goes to Spanish and Chinese.
While English speaking countries may find more English speakers to be matched with it doesnt account for other countries such as asia. Korea, China, Japan etc. While some games you will find it easy to find predominantly English speakers that can be dependant on the population playing the game which inherently means more specific server regions.
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Yeah especially at god loops of I'm on a gen close by. I dont abuse them and always just use the window once.
The one thing I do is jump through the window and then try to hide close by. It's actually amazing if you have enough distance how many times they follow the whole circle around while I have ran away to another area. End game chat accusing me of constantly running it when it was only in their mind all along.
It also works the other way as some see what I do and realise I'm not abusing them. Quite often then if I'm hooked they nod to me and then immediately leave the hook and rarely come back and don't tunnel me which I can only see as a sort of thank you.
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I'm happy you got them back and thanks for sharing the post.