I want to hear what people have to say about the game's health. Mainly from veteran players but new people too.
I would argue maps.
MatchMaking. Absolutely appalling
Matchmaking, let me clarify here. Without proper matchmaking, the game can't be balanced properly. The main factors contributing to bad matchmaking are: ranking system, recent rank reset changes. This puts all survivors in the same category and prevents the devs from relying on information from stats. The devs are blind rn basically. Maps could easily be fixed with scott jund's idea, at least for now.
The early game. Because it doesn't exist anymore.
Maps. No contest. Fixing map balance would in turn remedy things like matchmaking.
Matchmaking times/map design. 1st one for overall game health and the long times turns away new players to help the game grow and map design for more fair matches.
Match Making for sure. I am a month old killer and game was a blast as I was rank 20-17 with some good match up as I learned and improved.. Then once I hit 16 I started playing almost all games against Purples, sometimes Red's even and now game is not as fun, they last as little as 5 minutes and I end many games with no kills.
Rajang is really annoying, more specifically when he's Tempered. Imagine taking as long as you do to have to kill a monster that never stays still, can 1 shot you outta nowhere and
Wait, what forums am I on again. Oh. Well, the fun of the game in general just nosedived for me. I can't really name specific things, but killer just isn't fun and survivor became a bit boring. Fix map sizes, force more interactions with the killer, maybe you'd have a game that's more fun and interactive.
While I see many important issue being discussed frequently on the forums (all of which are valid) I feel there is one topic I rarely, if at all, see discussed.
I'm going to say the biggest issue with this game right now (from my viewpoint) is the miscommunication between Developers and community. One of the biggest things I see on this forums (aside from survivor vs killer toxic posts) are casual players vs competitive players. Because DBD seems to have no clear indication of what is considered a "win" and yet has only a ranked mode it creates a very awkward divide between these two core groups of players. Each views the game under a different light and has a mindset of balance that benefits their version of the game.
I understand that everyone can have their own personal "win" condition (like having fun or getting at least one kill) but a clear definition of an end goal is essential in a game that pits people against one another. If the game has a clear picture of a more casual goal of counting a win based on bloodpoints earned then people are less likely to feel frustrated by not getting kills/escapes. If the goal is more competitive and its "pips/rank" that define a win then casual players can accept not getting to higher ranks if they wish to simply have fun (or if there was a casual mode without ranks). Without this definition it leaves an odd game of tug of war with both player types fighting over what the game needs to better fulfill their preferred version.
Maybe I'm just rambling on but this to me is a core issue I don't see many people talking about directly and yet I think it would do wonders for player mindset if it was properly addressed. If the Developers plant that flag down and say "This is what we want from DBD" then all players can tailor ideas towards reaching that flag rather than fighting with one another to build their own goals.
Probably because casual players get to keep their keys, moris, and custom games. Isn't that all they need?
the other issues are balancing problems that can be fixed, but rgequitting will probaply never stop.
DC penalities are a good start, yet they'll just lead to hook suicides.
the problem here is, that a ragequitter ruins the entire game for everyone he is playing with. the survivors lose a player early on and both sides miss out on tons of potential BPs and Emblem points (the killer more than survivors though).
its in the players heads, its extremely toxic behavior and it throws a bad light on those who DC due to legit reasons (no, facecamping / tunneling are NOT a valid reason! im talking about cheaters, exploiters, gamebreaking bugs, a legit connection loss, etc. - not a hurt ego.)
Can agree with that. A DC early game is usually gg.
Definitely. I had a match earlier where 2 people DC'd within the first 30 seconds for no reason
I'm a little confused on what your point is.
If you are reffereing to keys and moris as "casual" elements to the game then I sort of agree. I can say that I am not in favor of either item as it skips the core mechanics of gens/hook and really doesn't add anything positive to the experience of the match as a whole.
As for custom games I'm not sure you could really count that as a "un ranked mode" because you cannot have random people join and are forced to have/find friends to fill the spots. When I play DBD its 99% as a solo player so custom games just isn't an option for me. If the game had a game mode without a ranking system (just as an example, I'm really not sure the game has the playerbase for it right now) I would play a lot more gimmick builds and probably have more fun.
I hope I provided a reasonable response to your comment as I am still a little confused by its original intent.
I meant that casual players shouldn't want to win, they should want to have fun. A question I have is: "why isn't it fun?"
I would say map size. I personally can deal with being matched against any rank, but I'm sure there are others who don't have the skill or desire to with Meg Team Six when they are 6-10 ranks below them, however they are working on that now.
Honestly it's a lot better than it used to be imo. The real critical issue for me is who is making all these cool mori's for new killers but are neglecting these older killers who built this game with their own bear traps, hatchets, chainsaws and bells?
That is a point I had hoped to hit on. The casual mindset of just having "fun" causes difficulty when the game only has a ranked mode. You may be playing for fun but the other three/two/one teammate you have is playing competitive. Now not only are you fighting to get that pip against the killer but also your teammates who are not helping you work towards an optimal outcome.
Then you have the other side, where you as a casual player simply want to have fun but you have players who are being "tray hard" and things become sort of stale for you. Maybe a teammate DCed yet the killer is still going for their pip (now even harder to get thanks to DC) and you feel the game is being taken way to seriously.
By forcing everyone into a single game mode these two playstyle clash against one another and often lead to a diminished experience. If you had a casual mode and a ranked mode then the people playing in both would mostly share a single goal. Casual people playing in ranked are either never going to get far or are going to all pretty much be focused on getting optimal matches with the understanding this is competitive. Ranked players kicking around in causal are most likely trying gimmick builds or taking a stress break.
I understand there will always be the players who have nothing better to do than ruin the experience of others but I still think this helps funnel everyone into a collective goal.
On the other scale if BHVR came out and said "Hey we want DBD to simply be a casual game of cat vs mouse with horror elements" then competitive players won't be as confused when they add questionable perks or change ones like Ruin that existed for a competitive means, because the Devs have clearly outlined what they want from the game.
Edit: Heading to bed so I likely won't have another response ready. Either way this is just my mindset and my ramblings. Enjoy your day!
Map size and matchmaking are the largest issues at hand. Fixing those two things would go a very long way in this game.
Survivor objective being too easy while the killer objective is basically a glorified chore.
Ruin did not "exist for a competitive means". It was just a perk like any other, and we didn't like the way it warped the game experience. So we changed it.
I can assure you it had nothing to do with how we felt about the game's level of competitiveness.
Maps size and tiles strength.
Plus the game needs to push the interactions between the killer and a survivor without punishing the killer by losing all the objective.
The fun is in the interaction not in the m1
Thanks for clearing things up but why take away such a game-changing perk without any major game changes to compensate?
It's not that easy for me to explain. At the moment I can only say that looking at incoming statistics on new Ruin it's not behaving the way you would think if you only read the forums. :) It's possible that there will be a community update on it after we've had time to digest what the incoming data mean.
Tie between maps and matchmaking.
I am confused so may I ask:
Why has the developer reasoning behind the ruin nerf changed 3 times?
The first claimed reason was "Due to new player frustration"
The second reason was effectively "It effected generator time statistics too much"
Now its "The way it warped the game experience."
I am just confused if any of these are the real reason(s)/Factor(s) or if all of these are not the real reason(s)/Factor(s).
The survivor perks that are both hidden until used, and remove a lot of the killer's pressure when used. This is mostly DS, but also Unbreakable. Losing a hook or some pressure because that specific survivor had one perk feels awful, and when it happens multiple times per game throughout multiple games, it sucks the fun out of the game. I spend every single game trying to work around DS and it's ######### annoying. I'd play much more killer if I didn't have to worry about that all the time.
Maps. You have to balance around them or it doesnt matter what you nerf, balance, re work...