Home Dead by Daylight Forums Discussions General Discussions
We have been investigating cases of distributed denial of services (DDoS) over the last week. We take these reports extremely seriously. We're actively monitoring the situation internally and with our partners to gather as much information as possible and identify trends.

We are terribly sorry to those who have been affected by these attacks- we understand the impact this has on you. We are taking every appropriate measure to ensure the safety of our players.

We encourage our players to report to us any cases of DDoS, as well as any other form of inappropriate or abusive behaviour in the game. In the meantime, we encourage you to stay safe and follow best practices for online safety.

Why punishing DC's is not the solution

Cuz survivors can just suicide on hook and killer can go afk (and get some chasing points meanwhile if survivors farm).

Imo the devs have two better options to combat the current "DC meta":

1. They need to realise WHY people DC in the first place and fix the issues

2. Give the players more motivation to keep trying in an unfun match (more rewards for example)

Punishing DC's with bans is just a workaround and probably doesn't even work cuz people DC legit with suiciding on hooks etc.


«13456

Comments

  • George_SorosGeorge_Soros Member Posts: 2,270
    My take is: suicide on first hook should be punished too.
    Yeah I'm a blowhard.
  • HavelmomDaS1HavelmomDaS1 Member Posts: 1,948
    LCGaster said:

    What if they simply DC because they lost a chase too quickly? The devs even said that they would like chases to be faster.

    Disconnecting in the end ruins the game for your teammates, it is punishable in other games, it should be the same for this

    Did I said DC'ing is fine and does not ruin the game for the others?
  • GiddawidGiddawid Member Posts: 102

    @HavelmomDaS1 Thank you for offering your feedback. We appreciate you taking the time to think about potential solutions to keep survivors interested. What do you think would motivate survivors if you were offering a reward?

  • Detective_JonathanDetective_Jonathan Member Posts: 1,165

    @Giddawid said:
    @HavelmomDaS1 Thank you for offering your feedback. We appreciate you taking the time to think about potential solutions to keep survivors interested. What do you think would motivate survivors if you were offering a reward?

    You mean to tell me ya'll wondering why people leave from the game and from the number of surveys that you put out you still don't know the reason? That's sad.

  • HoodiedHoodied Member Posts: 12,321

    @HavelmomDaS1 said:
    Cuz survivors can just suicide on hook and killer can go afk (and get some chasing points meanwhile if survivors farm).

    Imo the devs have two better options to combat the current "DC meta":

    1. They need to realise WHY people DC in the first place and fix the issues

    2. Give the players more motivation to keep trying in an unfun match (more rewards for example)

    Punishing DC's with bans is just a workaround and probably doesn't even work cuz people DC legit with suiciding on hooks etc.

    AFKing is also a reportable cause 

  • HavelmomDaS1HavelmomDaS1 Member Posts: 1,948
    Giddawid said:

    @HavelmomDaS1 Thank you for offering your feedback. We appreciate you taking the time to think about potential solutions to keep survivors interested. What do you think would motivate survivors if you were offering a reward?

    I will take some time and think about some ideas and give you my personal solutions
  • HavelmomDaS1HavelmomDaS1 Member Posts: 1,948
    edited January 2019

    @HavelmomDaS1 said:
    Cuz survivors can just suicide on hook and killer can go afk (and get some chasing points meanwhile if survivors farm).

    Imo the devs have two better options to combat the current "DC meta":

    1. They need to realise WHY people DC in the first place and fix the issues

    2. Give the players more motivation to keep trying in an unfun match (more rewards for example)

    Punishing DC's with bans is just a workaround and probably doesn't even work cuz people DC legit with suiciding on hooks etc.

    AFKing is also a reportable cause 

    Well as killer you can be pseudo afk. For example as hillbilly, chainsawing as long as possible across the map. In theory you are not afk, but in reality you are not really participate in this match and it's kinda the same as beeing afk. And on top on that you get blood points.
  • HoodiedHoodied Member Posts: 12,321

    @HavelmomDaS1 said:
    ToxicFengM1n said:

    @HavelmomDaS1 said:

    Cuz survivors can just suicide on hook and killer can go afk (and get some chasing points meanwhile if survivors farm).

    Imo the devs have two better options to combat the current "DC meta":
    

    * They need to realise WHY people DC in the first place and fix the issues

    • Give the players more motivation to keep trying in an unfun match (more rewards for example)

      Punishing DC's with bans is just a workaround and probably doesn't even work cuz people DC legit with suiciding on hooks etc.

      AFKing is also a reportable cause 

      Well as killer you can be pseudo afk. For example as hillbilly, chainsawing as long as possible across the map. In theory you are not afk, but in reality you are not really participate in this match and it's kinda the same as beeing afk. And on top on that you get blood points.

    Then that would still be reportable for farming

  • artistartist Member Posts: 1,495

    @Giddawid said:
    @HavelmomDaS1 Thank you for offering your feedback. We appreciate you taking the time to think about potential solutions to keep survivors interested. What do you think would motivate survivors if you were offering a reward?

    seems simple. bloodpoints and iri shards

  • MasterMaster Member Posts: 10,200
    edited January 2019

    @HavelmomDaS1 said:
    Cuz survivors can just suicide on hook and killer can go afk (and get some chasing points meanwhile if survivors farm).

    Imo the devs have two better options to combat the current "DC meta":

    1. They need to realise WHY people DC in the first place and fix the issues

    2. Give the players more motivation to keep trying in an unfun match (more rewards for example)

    Punishing DC's with bans is just a workaround and probably doesn't even work cuz people DC legit with suiciding on hooks etc.

    The sad part is when you realize that suiciding on hook is actually a step foward from out current DC situation.

    And since suiciding on hook is actually part of intended gameplay, I dont think that BHVR will do anything about this

  • RyuhiRyuhi Member Posts: 1,134

    Simply put, there are very few balance adjustments for survivors either not loading in, or rage quitting. From the killer's side, they get a small points bonus IF the person quits after the match already starts, while on the survivor side they get a single less gen needed to open the gates IF they player never loads in. The first thing to address would be making these somewhat more even: maybe giving survivors a points bonus for actually staying if someone quits, giving the killer a points bonus if someone doesn't connect.

    Another thing might be looking at WHY people quit in the first place: more often than not, they feel the match is a lost cause, and would rather forfeit their points and pips, and just get into another one. After all, if you're pretty much guaranteed to not pip, whats the difference of trading 10 minutes for an additional -1? having a forced black pip in the event of a DC might not be a bad idea, but there would have to be some way of measuring whether the DC had any impact on the match (i.e. prevent people from purposely DCing just before dying to keep their swf from depiping.)

    Similarly on the killer side, a losing game can feel downright excruciating to stay in, so there should be some kind of pity system to make the loss more bearable. Maybe if you perform under X threshold, keep your spent addons rather than losing them. That way if a killer does exceptionally bad, at least their spent addons won't be wasted... IF they continue the game. As there is always room for abuse for this with AFKing, the bonus could be denied if there isn't any type of movement or interaction after a certain period of time (similar to how the game tracks for AFK crows for survivors)

    Of course these are all just starting ideas, but I feel like its a decent direction to look toward when addressing the DC/no load issues.

  • SinnerSinner Member Posts: 334
    edited January 2019

    @Giddawid said:
    @Sinner I disagree that the only place that skill is in the chase. There can be strategy outside of that which requires forward thinking, although that is not necessarily rewarded in the current ranking system either, so I can see what you're saying. For example, throwing a pebble and having the killer leave to check that area should give you boldness, in my opinion. It's tactical. Things like that currently aren't reflected in the ranking system, so tell me how they could be. That's what I need from you guys <3

    @Giddawid
    Yes, well I meant everything that is involved in the chase, such strategies like with the pebble as well. Basically the more time you spend with a survivor, the less points you get towards pip, and same for survivors.

    What I would do is setup time intervals or thresholds. For example you spend more than 1 minute in a chase with a survivor, you lose points towards pip. Survivor spends more than 1 minute with the killer, he gets points towards pip. This obviously needs to be brainstormed internally to see what timing would work best and how the points would be distributed. But that's the main idea.

    A guy above me said survivors DC because they are bad. This is not how you view a problem. There are bad killers as well. Survivors DC because they are bad and face good killers. If you put bad survivors vs bad killers, you solve the problem.

    Right now a bad survivor can do gens and save 1-2 guys, while the killer is chasing a good survivor for 3 minutes. Result is the bad survivors pips an goes to face even better killers, while the good survivor depips and goes to face worse killers. Hence the disconnects.

  • TeambossFlozeTeambossFloze Member Posts: 1,260

    You have a separate lobby for people who dc repeatedly both killer and survivor alike - they have this in Dota2 and it stops me rage quitting a game. Low Prio queues is the way - if someone is repeatedly dc'ing because they have a crap connection or bad PC or [BAD WORD] router then...tough...stop trying to play games you cant play because your setup isn't good enough - if you really want to play that bad upgrade..it doesn't cost that much

  • ZagridZagrid Member Posts: 997

    You have a separate lobby for people who dc repeatedly both killer and survivor alike - they have this in Dota2 and it stops me rage quitting a game. Low Prio queues is the way - if someone is repeatedly dc'ing because they have a crap connection or bad PC or [BAD WORD] router then...tough...stop trying to play games you cant play because your setup isn't good enough - if you really want to play that bad upgrade..it doesn't cost that much

    Im sorry but I think you need to check your privilege at the door.
  • LateralLateral Member Posts: 77

    I've had 2 matches today where Killer has left mid match. Just saying.

  • PoweasPoweas Member Posts: 5,873

    @Giddawid said:
    @HavelmomDaS1 Thank you for offering your feedback. We appreciate you taking the time to think about potential solutions to keep survivors interested. What do you think would motivate survivors if you were offering a reward?

    I'm not him but I personally think survivor (specifically SOLO) should be made more fun). People DC because they don't have much fun anymore. I think for every person who DC's, the survivors get a 10% speed increase to gens (basically built in Prove thyself). That's it. I also think a built in kindred should be implemented because solo survivor is weak compared to killers.

  • TeambossFlozeTeambossFloze Member Posts: 1,260

    @Zagrid said:
    TeambossFloze said:

    You have a separate lobby for people who dc repeatedly both killer and survivor alike - they have this in Dota2 and it stops me rage quitting a game. Low Prio queues is the way - if someone is repeatedly dc'ing because they have a crap connection or bad PC or [BAD WORD] router then...tough...stop trying to play games you cant play because your setup isn't good enough - if you really want to play that bad upgrade..it doesn't cost that much

    Im sorry but I think you need to check your privilege at the door.

    I'm not privileged, I work hard for my setup and I save up for my upgrades. I am in no way, shape or form privileged so leave your judgments at the end of the drive way before you get to the electronic gate and intercom.

  • PigMainBigBrainPigMainBigBrain Member Posts: 1,627
    edited January 2019

    @Giddawid said:
    @Sinner I disagree that the only place that skill is in the chase. There can be strategy outside of that which requires forward thinking, although that is not necessarily rewarded in the current ranking system either, so I can see what you're saying. For example, throwing a pebble and having the killer leave to check that area should give you boldness, in my opinion. It's tactical. Things like that currently aren't reflected in the ranking system, so tell me how they could be. That's what I need from you guys <3

    First of all, I'd like to say, thanks for engaging with the community.

    Second....the only people I've personally seen DC from my games come from rage quits. Sometimes but rarely network issues. So there needs to be a distinction between the two.
    3rd. If you want killers to stop DCing you guys need to stop letting rank 1's and rank 3's and rank 5's team up with a rank 16 smurf and harass a rank 16 killer....

    Let people in those low ranks learn the game, especially killers since the entire structure of the game is dedicated to their performance. If they can't learn how to perform you just end up with less killers, and more DC's because some rank 1 decided to jump into an SWF and harass a new killer with flashlights, jumping on terrain that can't be reached, and other BS that just pushes a killer to go do something else or in the worst case scenario DC. And for the survivors, punish bad playstyles more. Farming people off the hook, leading the killer into someone and pointing at them, purposefully body blocking someone into getting hit, hook trolling by spamming the unhook button.

    Things that should be rewarded....taking a hit for someone you're trying to heal, or taking a hit to save someone in general. Stealth should be rewarded, being in a chase while gens are getting done should be rewarded. People legitimately without exploits loop a killer for 4 gens and don't get rewarded which makes no sense at all. And encourage more anti camping, reward the killer for getting hits on people while someone is already hooked a distance away. Encourage anti hook farming from survivors by making some kinda perk thats the complete ass opposite of BBQ that reveals auras of survivors within like 16m of the hook. Stuff like that.....

    Matter of fact, imagine a perk like this.

    After hooking a survivor auras of survivors within 16m of the hook are revealed to you, hitting a survivor outside of 30m of a hook gives bonus BP.

  • TeambossFlozeTeambossFloze Member Posts: 1,260

    @PigMainBigBrain said:

    Things that should be rewarded....taking a hit for someone you're trying to heal, or taking a hit to save someone in general. Stealth should be rewarded, being in a chase while gens are getting done should be rewarded. People legitimately without exploits loop a killer for 4 gens and don't get rewarded which makes no sense at all. And encourage more anti camping, reward the killer for getting hits on people while someone is already hooked a distance away. Encourage anti hook farming from survivors by making some kinda perk thats the complete ass opposite of BBQ that reveals auras of survivors within like 16m of the hook. Stuff like that.....

    I think it'd be hard to reward stealth - unless you get bonus bp for never being in a chase maybe

  • TeambossFlozeTeambossFloze Member Posts: 1,260

    thats the complete ass opposite of BBQ that reveals auras of survivors within like 16m of the hook. Stuff like that.....

    I also think there are a lot of anti camping perks in game. I think revealing close by survivors would not stop camping, in fact I think it would make it worse.

  • RyuhiRyuhi Member Posts: 1,134

    @TeambossFloze said:

    @PigMainBigBrain said:

    Things that should be rewarded....taking a hit for someone you're trying to heal, or taking a hit to save someone in general. Stealth should be rewarded, being in a chase while gens are getting done should be rewarded. People legitimately without exploits loop a killer for 4 gens and don't get rewarded which makes no sense at all. And encourage more anti camping, reward the killer for getting hits on people while someone is already hooked a distance away. Encourage anti hook farming from survivors by making some kinda perk thats the complete ass opposite of BBQ that reveals auras of survivors within like 16m of the hook. Stuff like that.....

    I think it'd be hard to reward stealth - unless you get bonus bp for never being in a chase maybe

    Currently you get points for being in the killer's TR without being in a chase, but its an absurdly small amount of boldness (which also already has a lot of means to aquire)

    Maybe a nice solution would be to improve the accumulation rate, and put it into the horribly neglected survival category? After all, hiding from a killer is more survival than boldness.

  • TeambossFlozeTeambossFloze Member Posts: 1,260

    @Ryuhi said:

    @TeambossFloze said:

    @PigMainBigBrain said:

    Things that should be rewarded....taking a hit for someone you're trying to heal, or taking a hit to save someone in general. Stealth should be rewarded, being in a chase while gens are getting done should be rewarded. People legitimately without exploits loop a killer for 4 gens and don't get rewarded which makes no sense at all. And encourage more anti camping, reward the killer for getting hits on people while someone is already hooked a distance away. Encourage anti hook farming from survivors by making some kinda perk thats the complete ass opposite of BBQ that reveals auras of survivors within like 16m of the hook. Stuff like that.....

    I think it'd be hard to reward stealth - unless you get bonus bp for never being in a chase maybe

    Currently you get points for being in the killer's TR without being in a chase, but its an absurdly small amount of boldness (which also already has a lot of means to aquire)

    Maybe a nice solution would be to improve the accumulation rate, and put it into the horribly neglected survival category? After all, hiding from a killer is more survival than boldness.

    I do agree that "boldness" needs some serious looking at. I mean currently it does not reward you to be around the killer stealthing does it

  • PigMainBigBrainPigMainBigBrain Member Posts: 1,627
    edited January 2019

    @TeambossFloze said:

    thats the complete ass opposite of BBQ that reveals auras of survivors within like 16m of the hook. Stuff like that.....

    I also think there are a lot of anti camping perks in game. I think revealing close by survivors would not stop camping, in fact I think it would make it worse.

    I mean they have perks like borrowed time, but people who camp near hooks for the quick grab RIGHT IN FRONT OF THE KILLERS FACE WITHIN 3 SECONDS OF HOOKING THEM don't carry those perks. They aren't trying to actually save the other survivor, and most of the time it ends up working against the person being saved because the person saving will just duck and hide, while the killer is tracking scratch marks. [BAD WORD] I'd even go for putting that control on the person being saved and having some survivor perk where after being unhooked you leave no scratch marks and no blood stains for 15 seconds or something. Hell, even give the killer some kind of control. Reveal the aura of the person unhooking someone for 3 seconds that person leaves scratch marks even while crouching for 20 seconds, on the other hand that same killer perk removes blood stains and scratch marks from the person being saved for 30 seconds. [BAD WORD]....it'd be a nice rework to make your choice even.....

Sign In or Register to comment.