The “Go Next” Experiment Showed a Pattern For Giving Up – Dead by Daylight



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tl;dr: Bring depip penalty back since people usually give up at the start, reward people that stay, etc.
http://www.twitch.tv/ScottJund

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25 thoughts on “The “Go Next” Experiment Showed a Pattern For Giving Up – Dead by Daylight”

  1. I feel like the penti build makes a more inconsistent variable, if it was like surge pain res I feel like the dc’s would be less. If a random cleanses cause they see a glowing totem I can already count the game as a lose. That random will forget the totem and make the game a slogfest. Penti meta is heavily dependent on solo q vs swf

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  2. I still think that the easiest way to fix this is to just remove the ability to kill yourself on hook. Remove the 4% and remove the skill check thing on second stage. This would force people to DC to give up which would give them the DC penalty and also give their teammates a bot. It's a win win situation.

    I disagree about the pipping. No one cares or even knows about the pipping anymore because its not shown anywhere. I don't even know what my own rank is ever throughout a season anymore because I don't bother going into my profile to even check it. I genuinely think the correlation could just very well be a coincidence, or perhaps be more correlated with the idea that ranks don't mean anything, or that ranks dont exist at all, rather than specifically to depipping ( ranks have never meant anything but back when they were regularly shown, people thought they did ).

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  3. Even though, I never quit myself, it has imo so much to do with just how much weaker SoloQ is compared to a SWF. As the player base has gotten better at the game, the discrepancy between SoloQ and SWF has just gotten larger and larger. In no small part, because good players end up not wanting to put up with SoloQ randomness anymore and just SWF up with like-minded individuals. Not necessarily as in running a full 4-men, but they will only play with at least one or two capable players on their side, enjoying the MASSIVE advantage of comms. And boy, can I tell the difference, when I go against that or am paired up with it as the token "random" survivor. The difference in pacing of the game is like night and day!

    I play both, killer and survivor – but play almost exclusively soloQ, when I do the latter. And even though I have clearly gotten better at survivor over the months, it had almost 0 impact on my survival rate in soloQ (unless I would play super selfish, I imagine). I always chugged that up to me probably not being very good to begin with, when it comes to playing survivor. Even though, I certainly have much better macro than your average soloQ warrior, simply because I play a bunch of killer (meaning that I am very good at calling out perks early and understanding, what the killer's mind is set on at almost any given moment).

    But yesterday, I saw Mr.Tatorhead streaming and he, as cracked as he is with his intricate tile knowledge and super clean pathing, even said himself, that he has a survival rate in SoloQ of about 25% to 30%. That was a true eye-opener for me!

    I think, far too many people still snooze on the fact, just HOW killer-sided soloQ is. And it shows. I had some truly crazy comeback wins as killer. In soloQ, that practically never happens. If a game is on a clear losing trajectory, you practically never come back from that. And I think, that has made many people bitter, causing them to habitually throw in the towel early (thereby ironically contributing to the problem).

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  4. Bro is this a shocker? They made it less fun for survivor. Why do you need test for this sh*t ? You content creators want to blame everything other than what it actually is. I stopped playing after the Kills=skill patch

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  5. The thing with removing pips for performing "badly" is that people who get camped and tunneled will always depip. Same with slug games that are more prevalent than ever. Pips no longer contribute to skill rank, only to BP at the end of the month

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  6. i find the times i get most frustrated at this game is when i have a really good first chase, get downed and see that theres one gen with like 20% and my other 2 teammates are just hovering for saves
    p.s i still dont dc

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  7. i think this could be caused by dbd being around so long they get bored or frustrated because games are not like the used to be so they don't want want to play because the game is not in their favor

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  8. One way to fix the go next issue is to make survivor fun to play. Survivor gameplay has been stagnant for years, why haven't we seen any new items or mechanics added that switches it up and makes people actually want to stay and play. Killers get new characters with exciting new abilities and gameplay while survivors get a skin and shitty perks that they made on their lunchbreak that end up never being used.

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  9. Imagine that, the survivor soloq experience gets worse as they blanket buff killers for the 5% of matches they go against a 4 man that wants to win. I'm not playing out your blight/spirit/nurse slug-fest no matter how hard you want to make other people suffer and Killers are mad over it. Just face it, its a Killer-sided game now (for the most part) and people have way better things to do than be your fun match.

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  10. An interesting point, but i do wonder if youre chronically under estimating the amount of weekly playtime dbd addicts have. And its the jaded addicts mostly that seem to be the ones who dc my games. De piping wont stop them from plowing 6 hour days into the game and maxing their ranking out in a month IMO

    do definitely agree the approach of rewarding those that dont go next is the better angle

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  11. I would like the ability to kill yourself on hook removed. Maybe instead of hitting skill checks in second stage to avoid dying it could be a 1% chance to self unhook or something. Or some other beneficial thing. No idea what would work well but if they don't have a way to leave for free they will need to stick it out or DC. Then you at least get a bot.

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  12. Sometimes when I’m really bored I’ll play clown with no perks and not use his powers, so literally just an M1 killer with no abilities. I still get people who kill themselves on hook or disconnect after I down them somewhat often. Can’t imagine what it’s like at higher MMR

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  13. Another factor is BHVR is focusing on inverted balance priority

    Killer is the Fun role, the Power role. The POPULAR role.

    But for every killer you NEED four survivors.

    Simplify the problem, and you can find a solution.

    Happy players dont quit, players not having fun do quit, so why would they add 'win more' balancing to the already subjectively "funner" side? They shouldnt be focusing on 70% kills, but 70% ESCAPES!

    Additionally as it is right now the game is played usually with the content creator established victory conditions that arent reflected by the ACTUAL victory conditions in game:

    Namely 0-1K is a loss, 2K = Draw, and 3-4K =Win.
    When game provides three end states of its own being 0K = Loss, 1-3K is a victory, and 4K is Overacheiving

    This artificial '3-4Ks are the only victory conditions' spread by content creators incentivises killer players to use any means to prioritise that singular result, often causing unfun, or unfair games for the 80% of that matches players.

    And I dont know any game that WANTS to prioritise 80% of its user base having a negative experience in any singular match, let alone almost a third of every match having someone reach such a state of misery that they would rather quit, and re-enter a several minute queue and try again for a potentially 'better' match

    Yes, you tried to make your games as survivor friendly as possible, but what of the last match, or the two dozen before? How many of them were terrible experiences, priming them to see yet another cruddy match instead of you playing with their interests in mind?

    Reverting De-pip is not going to change anything but slow progression. The change has to come from the user base, and then be reflected and incentivised by BHVR

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  14. If you get the same killer over and over, and with the state of the game, its the same build, the same tunnel strat, or just playing like a scumbag, why stay if youre just getting tunneled out of the game. If your team is useless and the killer is face camping you so you unhook so they can just kill you again. Its not a seldom or rare thing.

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  15. If your going to stop any bad behaviour in dbd, you have to take away the "reward" that the behaviour gives the players.

    For example the reward for go next, is leaving the "bad game" in favor of a new lobby and match potentially in minutes.

    So you have to remove the reward.

    If someones matches are tracking as ending on first hook, or from kobe, non attempted skill checks, then they have a 30 minute disconnect penalty in every game this occurs.

    As everyone notices, the higher the time spent in game, the more likely the player to quit out, for these folks depips or bp are irrelevant right?

    Well on a second players "go next". They lose 10 prestige and 10% of addons and offerings. Suddenly that p100 is gonna be second guessing a disconnect.

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  16. I have heard you talk about the reasons people dont like wesker many times and you have never once actually mentioned the real reason. The real reason people hated wesker so much was the fact that he would completely miss you and you would teleport into his dash no where near where you were. There are thousands of clips of this happening and is why going against wesker for so long was unbearable. What was the point in playing against him if no matter what you did you just went teleporting 100 feet away into his arms?

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