francis1
francis1
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Subject: Urgent: 15-Minute Disconnect Penalty Is Unworkable
Hello DBD Dev Team,
I’m now hitting a 15-minute wait any time the game freezes or “Connection Lost” kicks me—despite clean sessions and server-side crashes. This blanket penalty punishes honest players and makes the game unplayable.
- Issue: Every server crash or “Disconnected from the dedicated server” event instantly applies a 15-minute penalty, with no distinction between quits and genuine failures.
- Impact: I can’t play back-to-back matches, complete events, or even finish daily objectives without risking another long lockout.
- Why It’s Broken: Your logs already know when it’s a server fault—your penalty logic should too.
Please:
- Waive penalties for any crash marked as server-side in your logs (e.g. “Connection Lost,” “Account Error”).
- Add a reconnect grace period so players can rejoin after a true crash without penalty.
- Reset current timers for those of us stuck in the 15-minute loop while you work on a fix.
You have the tools to differentiate these errors, this isn’t a hardware issue, it’s a server/session logic flaw. I love DBD’s unique horror gameplay and it's what keeps me coming back, but, there's a need for a penalty system that’s fair and repairable.
Thank you for your prompt attention.
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I’ve now seen the exact same freeze → disconnect → penalty loop reported by an Xbox user on Reddit (Platform: Xbox Series X, NAT Type: Open). This confirms it’s not just my PC—it’s a server‐side/session issue affecting multiple platforms.
Link to the Reddit discussion for reference.
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Blood Web error during upgrade → “Connection Lost” + “Cannot connect to online services (8012)”.Lost bloodweb points on Five Nights at Freddie Killer.
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Subject: 30-Minute Penalty Is Unjust and Punitive
Hello DBD Team,
My penalty has now escalated to 30 minutes for repeated server-side crashes I can’t prevent. This is punitive and feels like outright harassment of honest players—exactly the opposite of your “anti-toxic” messaging.
Please:
- Manually reset my penalties so I can actually play again.
- Remove penalties for any server-initiated disconnects until the system is fixed.
- Provide a clear timeline for a permanent patch.
I’ve invested too much time and money to be treated this way. Thank you for your prompt attention.
Note:
Wouldn’t it be absurd for me to purposely disconnect—tank my own matches, rack up penalties, and then spend hours reporting bugs—instead of actually playing and enjoying the game? I’m here because I want to play, not test your server stability.
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- Did you forget me?
- Bump: Penalties are now at 15 min and I still get “Connection Lost” + “Another device” errors every match. Any word on a fix?
- Update 7/10/25: Penalty tier ↑15 min, errors persist, screenshots still attached.
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Playing as Skull Merchant should be like watching a master hunter. She'd be as hard to spot as a snake in tall grass, but always there, waiting for the right moment to attack. Her look would mix modern tech and old-schI see Skull Merchant developing into the perfect femme fatale. She'd be so tempting and deadly that players won't be able to resist her. Her game style would be all about being precise and clever, like a serpent dancing with danger.
Her drones could become like ghost snakes, keep the skulls, maybe snake head project or some skulls could be snake skulls, a really sleek and hinting at something not-so-nice. When she uses them to scan, it's not just a game move; it's like a snake hypnotizing its victim before the final bite of glamour with some snake vibes thrown in, and she'd move like a serpent gliding through the water as she moves now.
Here's what I think could make this version of her better:
- Make the drones look like snakes, but cooler and more dangerous maybe the main one the main drone is a huge snake skull with fangs.
- When they scan, it should feel like a snake is about to pounce, not just a robot doing its thing.
- Give her a look that's part high-tech, part old-school charm, with some sneaky snake details, we should be able to see her whole face on some DLC, it makes it more personal, so, create skins that show her whole face.
- Make her movements as smooth as a snake slithering—super mesmerizing.
- When she takes over a drone, it should be like she's whispering commands to a pet snake, and it does whatever she says, he has a closer relationship with her drones, like she knew them before they were skull drones.
The most important part making it feel like you're dealing with a creature that's both alluring and deadly. Skull Merchant shouldn't just be another character; she should be a seductive force that makes you want to play more. She's a mix of danger and temptation in one cool package, and she needs outfits that align with this theme.
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Follow-Up:
It seems there's no real support for these issues. I've reached out to bug support and they declined me in seconds and asked to use the ask the community forum to solve this issue, but haven't gotten any clear answers on these disconnect penalties and crashes. Has anyone seen any effort from the developers to tackle this or found a workaround? Any input would be much appreciated! I just want me time penalties to go back down to zero or disable that feature because it ruins the gaming experience, especially when you have wait around for a game, and wait around for the game to start then get the dedicated server boots you and you have to start over again. -
Steam Community: Dead by Daylight.Steam Community: Dead by Daylight.Steam Community: Dead by Daylight.
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Unable to log in? Please advise, thank you.
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@TheWheelOfCheese said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567485#Comment_3567485
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.
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.
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@TheWheelOfCheese said:
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.
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.
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I have fast internet, 5G, and it's specialized for gaming, I don't know of anything faster than that...
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These attachments show the error messages of some of the multiple disconnection issues that I had while playing the game, this is the first time I've experienced these many errors then assessed a penalty and blamed for the disconnections as if I intentionally disconnected from each game. Please advise. Thank you.
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Okay, got it, when I pasted the URL on the prior bug requests I didn't hit the return button after pasting the URL, but on the subsequent requests I hit the return button and it generated the video image in your site, so, I'll just paste any future Bug URLs and not hit the return button so there is no video image generated next time, if necessary. Thanks again!
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- I changed the PhysX from CPU to GPU and it looks one hundred percent better, the images are crisp and clean, nice thanks for that.
- The URL is provided by YouTube when creating short clips to share so, I don't know whether I have control over their request for subscription, my intent in sharing the clip is to illustrate system issues or bugs.
- GTX specs are as follows: .
GPU: NVIDIA GeForce GTX 965M
CPU: Intel(R) Core(TM) i7-4720HQ CPU @ 2.60GHz
Memory: 32 GB RAM (31.95 GB RAM usable)
Current resolution: 1920 x 1080, 60Hz
4.I will keep an eye on usage while broadcasting on YouTube.
Thanks again for all your time and for all your help! I hope you have great day, peace.
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28 seconds · Clipped by SHADOW'S GAME PLAYS · Original video "Dead by Daylight" by SHADOW'S GAME PLAYS
DeadByDaylight.logI've been getting these disconnect errors on a lot of matches recently and I don't know whether the blood points are being transferred and tabulated over and credited to the account every time.
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18 seconds · Clipped by SHADOW'S GAME PLAYS · Original video "Dead by Daylight" by SHADOW'S GAME PLAYS
DeadByDaylight.logDisconnection error for upon selecting Jonah Vasquez at game start.
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DeadByDaylight.log60 seconds · Clipped by SHADOW'S GAME PLAYS · Original video "Dead by Daylight" by SHADOW'S GAME PLAYS
Game disconnected error after match.
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Error awarding Mikaela Reid's blood points at the Thompson House Coldwin Farm.
DeadByDaylight.log22 seconds · Clipped by SHADOW'S GAME PLAYS · Original video "Dead by Daylight" by SHADOW'S GAME PLAYS -
Ah, that makes sense and that would also explain why no players made it to the campfire screen, thank you for your comment.
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Yes, it looks that way, I didn't want to say the game was hacked and blame someone innocent, but since you mentioned it, the answer is yes.
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Thank you for letting me know, I just changed the setting to public.







