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PlayerLUE

PlayerLUE

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PlayerLUE
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  • @Xyvielia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1739118#Comment_1739118

    I’ll always opt to play Solo over SWF... the challenge is too intoxicating for me not to, tho sometimes it can bring on excessive anxiety.

    I actually took a break last week when I was faced with 14 consecutive neg pip matches and started to feel a bit stressed over it. Came back mentally rejuvenated and in 1 day pip’d all the way back to where I was. That’s how streaky this game can be.

    The number of good people who play DBD aren’t nearly as recognized as the number of those who aid in the breeding and inciting of toxicity amongst the community.

    There are way more decent, fun, positive, friendly players out there who will pick another person up instead of trying to tear them down. These forums only represent a handful of DBD players, overall. That’s why I am always confident that the state of the community is in much better shape than it seems.

    Jus have to try not to let any negative attributes broadcast by the selfish, toxic minority take away from our healthy interactions with the majority of good people who play, and also never allow them to kill our positive outlook, mood or enjoyment of life.

    I don't know if adopting positive or agreeable postures towards toxic circumstances would make the things change for the better.

    In the end this is the reality of DBD, there's too much allowance for these "frustrating situations" to happen by design.

    I think is time to leave the forum aswell.

    Hope you don't mind me leaving it here, it's been good to discuss with everyone else aswell.

    Goodbye guys.

  • @Xyvielia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1738421#Comment_1738421

    Yeah absolutely, I took last week off from DBD jus to rest my mind a bit. It was refreshing.

    Over the past several months, I’ve been inspired by uplifting messages I’ve read here in the forums to keep up the good fight against the negativity and maintain a positive outlook.

    That’s why I view this community as more of a family. When players do vent their concerns and frustrations, the positivity they are met with from the members who truly care outshine all the negative vibes (wether intentional or unintentional) that find their way into the discussion.

    I believe that those who are here venting can see and understand this, then are enabled to take away more good from the posts and from those who are empathetic, as opposed to any negativity that is posted could ever take away from them.

    This cannot be a place of negativity when people are coming here seeking help.

    We all find ways to keep everyone feeling good, having fun gaming DBD and interacting healthily together. ‘Cause deep down inside, no one wants to be miserable.

    Yes, i want to mention that the frustration of that morning is exactly what made me quit and come to the forums to see how others where feeling about these situations.

    If these things happen even if it's a bad luck streak i can't do anything that's in my control to help it other than giving my best or not playing alone. And if noone supports solo q what happens? Killers would enjoy SWF often?

    This is why many of these arguments start to fall apart when you bring reciprocity or community to the table.

    Is the better for the game experience of everyone that you quit or that they quit when you play? What if many start to quit often?

    What happened when someone pointed out this can get enough bad? How the community responded, looking for the group or for themselves?

    In the end i'm no longer sure if this community is not a reflection or a consequence of what's going on in-game.

    Maybe this is exactly what DBD deserves and i'm the one naive.

  • @greekfire774 said:

    @PlayerLUE I genuinely don't understand what you're getting at man. Your free time isn't somebody's concern if they get a work call or a family member shows up or anything in between. You genuinely don't seem to want to have a reasonable discussion on this topic though. It would appear you would rather spread negativity than have a genuine conversation on how your viewpoint is toxic to the community itself. Dcing is a problem, I get it but, people have lives outside of the game even when the games running. If you want to suggest a solution to the problem then rally behind behavior implementing dc bots like the mobile version has.

    I would agree to you if this was not a team based competitive game but others are expecting exactly that, teammates able to compete.

    That this quantity of players that suicide on hooks or DCs is due to real life events or don't have a play time uninterrupted time is at best an assumption we can make so i still think it should be punished due to the other toxic, selfish or weird possible reasons. Consistency as with DCs.

    But on top of all, as a player, i wouldn't play a competitive match if i'm not certain that something in my real life can't get in between as i would love others to do aswell to make the experience fair and enjoyable.

    Do you find this unreasonable or toxic?

  • @piggypablo said:

    Again, don't announce you're leaving, just leave.

    Unless points worth discusson are bringed, which seems to be the case.

  • @greekfire774 said:

    @PlayerLUE I genuinely don't understand what you're getting at man. Your free time isn't somebody's concern if they get a work call or a family member shows up or anything in between. You genuinely don't seem to want to have a reasonable discussion on this topic though. It would appear you would rather spread negativity than have a genuine conversation on how your viewpoint is toxic to the community itself. Dcing is a problem, I get it but, people have lives outside of the game even when the games running. If you want to suggest a solution to the problem then rally behind behavior implementing dc bots like the mobile version has.

    I find what i responded here disrespectful, i delete this. Read the one below please.

  • @greekfire774 said:

    @PlayerLUE also, if I'm playing the game and out of nowhere my family shows up, that's always gonna take priority. If my dog pisses on my floor and what not. Like, unknown variables exist and it's that simple. People don't have to not play because life exist outside of their bedroom.

    Understandable, but what would happen if many don't have atleast a bit of control on the free time when they play?

    That's the problem with individual priorization over the group.

    What's better for all?

    Maybe it's indeed that you can play but that something punishes you for leaving the teammates alone and punish others if they do the same to you.

    Don't DC penalties exist for the same reason?

  • @smeagolicious said:

    also that part" as i'm getting older, my patience is getting worse". first funny that you say this since you will have MORE patience when you get older. makes me think you're still very young tbh

    You might be lucky everyone seems to be loosing it more easily as ages go by in my experience.

    Want to share something about more important topics of the discussion or?

  • @smeagolicious said:

    ah god, another 250 hours nub who thinks he's seen it all. lmfao

    I think i have seen enough, not all.

    Want to discuss something else?

  • @greekfire774 said:

    @PlayerLUE dude that's a toxic mindset to have. I just told you I have a heart condition that could kill me and all you care about is putting your team at a disadvantage? If I have a heart attack while playing I promise you I won't dc and hurt your feelings. Ill be on the floor dying lol

    Yet you totally avoided my question.

    Answer it, please.

  • @Sluzzy said:

    What needs to be addressed is why are they suiciding?

    Could it be because the killer is using the sleepy slowgen build and they felt there was no chance (oppressed)? Is he camping? Is it a Iri-Head Huntress? A Freddy? A mori was used and the survivor felt they were going to tunnel off hook?

    Yes that should be a way to go, but there will always be suicides based on non competitive teamplay motivs like toxicity, selfishness...

    So the problem could persist.

  • @greekfire774 said:

    @PlayerLUE saying that somebody needs to not play cause of personal reasons possibly arrising...really???? I have a serious heart disorder. At any given moment I could have a massive heart attack and die. Should i not play the game because that's a possibility? What kind of logic is that? Like, really?

    Would you accept a penalty due to putting the teammates at a disadvantage due to quitting?

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1737592#Comment_1737592

    It all depends on the person that's playing at the time. You can't control what's way they are going to play, that's just multiplayer games for you. It's why I always feel the need to play swf because I know all the players are reliable.

    I live on a farm with someone who is elderly. There are times that I can't help but leave early to help him. I don't want to build up DC's because of something that's out of my control. Thankfully I'm normally in a swf so they understand and are good enough to get maybe 1 or more escapes without me.

    However if I'm playing extremely well and my teammates are basically doing nothing to help me then I'd see no reason playing that game. If I loop the killer for 2 minutes and no gens are done and people are just hiding from the killer I'd say I have the right to kill myself on hook.

    And how you know others "that do nothing" are not under same situation as you?

    In the end theres no difference between someone who quits than to someone who does nothing. Both reduce the teammates win chances as the game is designed for 1vs4.

    If this was a non team based or non competitive game i would agree with you but this is both.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1737415#Comment_1737415

    Btw if you quote people then you don't need to tag them. It will notify me that you replied to me.

    Yea I do. I'd rather people don't do it and I personally don't do it unless I feel it's a pointless game to play. I don't mean that like 'oh it's a freddy with double slowdown add-ons and slowdown perks I must kill themself'. I will play basically every game unless I see a reason to not do play it, like my example.

    If someone needs to leave the lobby for personal reasons then I think it's fair that they kill themselves on the hook.

    I dont agree.

    If everyone quits when they feel is pointless this is exactly what can happen.

    That others that might be trying their best are punished instead.

    If you knew personal reasons could arise, then don't play for the same reason.

    I will always feel this only contributes to an unnecessary selfish environment.

  • @CashelP14

    DC penalties exist, you find this different?

  • @ScornfulEpex

    Surprising?

    @CashelP14

    In my case it made me stop playing the game.

    OoO is only going to delay it, these players seem to have an i give up at first chance mindset due to X.

    This has to be prevented from devs side, either by better punishments or encouragements. But would be interesting to understand what is making these players to act like that first.

    On an interesting side note i always run Kindred, so they can know if teammates are going for the rescue, others repairing...

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1735741#Comment_1735741

    That doesn't include the roughly 3 minutes you may need to wait to exit and find another game. It's plausible but having 6 games in 1 hour just seems a bit much.

    Imagine experiencing what happened on those matches if you already find it odd just by the duration.

  • @CashelP14

    Will make sure to put approximately an hour next time, haha.

    @Anara

    If you are right, which seems to be, might be better to quit playing team based games unless with friends.

    Maybe is something you realized time ago but is something i just realized thanks to DBD.

  • @CashelP14

    You finding the time extremely weird means that you have experienced it aswell?

    I gave my best.

    Be enough or not to last is still better than those that suicide on first hook are choosing to give.

  • A saying:

    There are three types of lies; lies, damn lies and statistics.

  • Maybe is due to many Killer side DCs resulting in no generator repaired data.

    Anyways is not reflecting anything good... at all.

  • How you know you are not the one alienating others by your reasoning?

  • You do have the choice to not answer people questioning you at all.

    It's this about how others react a certain way?

    Cause freedom of choice should apply to them aswell.

  • What other metric would you use, then? I prefer to use things like player count (which correlates to financial success in a pay-to-play game) to determine whether people like to play a game because it seems objective. If people like it, they will continue to play it. If they don't, they won't.

    You asked me for a "metric" which if the response you expected was not objective makes no sense...

    Also player preferences can share objectiveness, as with Originality in my case, It depends on criteria and context.

    Where did i imply that player preference is unrelated to popularity or financial success?

    I was interested in baiting to discuss why someone would assume that financial success is traslated to a better game. If i wanted to mock you i would never have developed any argumentation after my first comment.

  • @Orion

    You keep mixing things...

    That i value originality is my taste. Subjective.

    That you can determine if a game is better at originality, or more original it's objective.

    What if it's financial success is due to a better monetization strategy or better overall resources or more questionable goal grinding features but the game is lacking effort in every other department? Have you never experience something like this happening in the industry?

    Is the Indie side of the industry worse than their AAA competitors? Do you find your metric coherent in a financial comparison between those?

    Search the history for Battleforge or Dawngate.

    EDIT: Also, i never implied that player preference is not related to popularity or financial success. What i'm implying is that financial success is not going to determine if a game is better than another due to lacking every other single objective factor that is involved in game design.

    As you said if player preferences or tastes are subjective why should we take them into account in an objective comparison?

  • When i used the word "better" here it has an underlying objective criteria that is quantificable. Again, there's no subjectiveness involved.

    With Originiality you can count how many features two games have in comparison to the history of the industry or it's genre. Then you can conclude that one is better than the other by a higher quantity metric.

    Determining players' opinions regarding a comparison between two games? Do a survey with common objective metrics between both?

  • What players prefer?

    This was about an objective metric to know if a game was better than other...

  • Are you assuming the majority of players don't value originality?

  • Anyone can tell if a game is being original in comparison to the history of it's genre. This is not subjective.

  • @Orion

    I would rather value originality, per example.

  • I never thought i would read that to know if a game is better than other you should rely on it's financial success.

    We can only get better from here on... mmm... right?

  • I was beginning to write the issues with something like this being implemented to suddenly realize that there are too many...

    The most important one would be that you both are portraying this as a "solo player improvement" but is rather an overall survivor side improvement.

    There's a good point behind the suggestion, which if i'm not mistaken falls into lines of improving non voice communication features between survivors, i just feel that it was not thought enough to bring it up as a coherent one.

  • @UMCorian said:

    It's funny - I remember one of the saddest things I've ever seen posted on a forum was in the final days of a game called Warhammer: Age of Reckoning. A Developer made some patch notes long after the game went into matience mode, even invited people to comment. 4 days later, the thread had 1 reply from 1 player. "Who cares."

    Complaining about changes is just a sign people still care. That's a good thing, IMHO.

    Nailed it...

    A more interesting question would be if the community is a reflection of what's going on in the game.

  • The frustration player's feel is not born out of nowhere, is consequence of the game not fullfiling their expectations.

    Setting a higher bar for player expectation fullfillment would be a good place to start by BE. Many of the DBD features don't feel like that bar is currently at a high height to be honest:

    • Ranking system reset pairing pros with noobs
    • Build system with lots of combinatorial posibilities but somehow ending up bringing up a repetitive gameplay environment
    • Found OP strategy -> Nerf -> new OP mechanic implementation cycle
    • Season passes that to be completed you need to expend unhealthy amounts of time
    • ...

    Notice how all of the mentioned points have been plaguing the online game industry for a while. They always bring up frustration.

    So why bringing them up again?

    It's not all on devs, as we have the responsability of stopping supporting these games over and over, but they are not innocent either.

  • The "repetitive environment" argument is perfectly valid, this is an issue that is happening in all competitive games that are based on builds since ever. If repetitiveness was good, online games would never add content.

    Have been playing for a month now, i main Wraith, and i can already tell that reaching a gen that is close to be repaired by 2 (or more) survivors is one of the situations where there are many negative outcomes for me.

    I play with Thanatophobia, Nurse's Calling, Sloppy Butcher and Brutal Strength (don't have many others...) and it already feels that i need to fit one of those perks to do better at gen pressure.

    IMHO the root issue is either:

    • Too many player choices that affect gameplay; character, perks, addons and offerings, all of them actually. I'm sure there is mathematically giving so many variations that balancing is a nightmare.
    • A core gameplay mechanic being flawed like probably Generator Kicking regression.
  • Good to know a new MMR system is coming,

    I admit this could be a misunderstanding of the role from my part, but being honest the game is called Dead by Daylight and the role is named Killer so "Dead" and "Kill" sounded like the relevant points.

    Dunno.