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I feel bad for them but it gives me a morale boost when I played so well the survivors thought the game was unfair enough to take an extra penalty over the loss.
Though I don't feel bad for the ones that disconnect just because they got Iron Maiden middle of the first chase.
But among the arbitrary reasons, it's certainly not the majority this thought of giving dc just to troll the team, it must be the last of the reasons, the main one that I always see is people already suffering from burn-out due to several bad designs from successive games, like 3-gen, same killer in a row, latency and hit-box, slugging, tunneling, camping and then whatever, it's kind of the trigger to give "dc".
Then you associate that it is purely troll, since in your anecdotal experience, the survivor seemed to give dc for having suffered a hit, you will never really know the reason behind it, it could even be due to bad ping or experiences in a row against basement trapper, or spoted earlie bc lethal pursuer, etc.
So, unfortunately, as a consequence, this affects the team, even if a bot takes the player's place (if it is dc and not hook suicide), but not as a main objective/reason, and this in any online co-op pvp game.
I've gotten
"I DC because I was the first one the Killer found, no matter which Killer it is."
"I DC against every Killer except Pig, and only play if we don't start with traps on."
"I DC whenever I play against a boring Killer." (I asked which Killers are boring and the answer was functionally "any of them that aren't completely trivial to beat, like a Wraith that doesn't cloak or a Slinger that doesn't use his gun")
"I DC if my teammates don't team up on my generator."
"I DC if the Killer downs someone before three generators are finished."
"I DC if I get hooked."
People aren't DCing because "ugh this is my 17th Pinhead game in a row". They're DCing because they aren't being handed free wins every game or anything happens that they don't like. Hell, I've had Survivors on my side DC because the Killer was FREDDY. Because they DC'd when they saw the clock stand (I spawned with them).
It's entirely an entitlement issue. Even if they're being camped out by a Basement Bubba or slugged, it's part of your job as a Survivor to assist your other Survivors, and the best thing to do in that situation is survive as long as possible to guarantee the team's success as much as you can. If you don't like being camped out by Basement Bubba, you don't queue. Because some of your matches ARE GOING TO BE getting camped out by Basement Bubba.
Just like some of your matches are going to be against Nurse, or Hag, or whoever else you don't like playing against. People DC because they feel they're entitled to the game catering to them. Only matching them with Killers THEY like to play against (which usually means 'are easy to beat') and Survivors whose actions THEY approve of. And that's not how online games work.
There are occasionally legitimate reasons for DCing, like for example those few weeks where Survivors were putting on flashlight scripts to cause epilepsy fits in Killer players who were sensitive to that. Or when Survivors used movement scripts to play the loud noise notification layered thousands of times, to functionally deafen Killers. Or when the Survivors are clearly cheating and not finishing the game. (Killers doing so and forcing the Survivors to constantly stand up and get downed to almost infinitely delay the bleedout timer is the same concept, but harder to execute. In most matches where the Killer is cheating, they're ACTUALLY killing people.)
But those things usually get quickly patched out, or are relatively rare. When the DC rate is above 25% (that's 1 person DCing every single game on average), that's not the occasional 'My connection is bad' or 'I just played 12 rounds against the same Killer'. That's people taking their ball and going home because the game isn't catering to them and they don't like it.
(Also fun fact, I don't have Lethal Pursuer. I catch people by rushing spawnpoints and occasionally Whispers)
Those points you mentioned to me still fit what I said up there as stressful factors (bad designs) that end up leading people to react hugely to any situation within the game, and without any reason that actually justify the existence of these "factors"/designs.
Taking one of your own examples, basement Bubba, the person started the game in SoloQ to have fun, which at first would be summed up in interaction in the match the maximum as possible, not in being stuck on a hook as a bait for the rest of the team, and even if for miracle has brought kindred, that same person will not gain anything positive in this match, neither pip, nor points, nor bp, he will just be there buying time for the rest of the team that also won't pip.
So, there no positive point of benefit/compensation for that person to go through this situation (not even in the emblems), even more so with strangers, in the role that, at first, was supposed to be "cooperative". How healthy is this? I believe that as much as the killer was only "interacting" negatively in the match watching the gens be insta repaired with the old bnps, which I'm glad it was changed, and not because the people want "free wins"
And this is just one of the points of the game, there are several others classified as bad designs that do not guarantee interaction in the game and that has already been widely discussed in other topics around here, the main one being the big mistake by created two subspecies of role for survivors (swf and solo survivor), since in the end, the role "coop" does not have a win scenario as a team, but individually (escapes).
If it was still a pve game, we could reveal/tolerate several game design points, since after all, everyone would have an equal opportunity in favor of a common goal, but since it chose to be pvp, there are 2 roles in the game (survivor and killer) that have to be balanced around invidiual goals, guaranteeing fun in the process, whether losing or winning
ps: when I mentioned lethal pursuer in the example, I didn't mean that the perk is problematic in itself (I consider it a tier S perk today after it started to increase the duration of auras), but this can creates problematic situations with high mobility or stealh killers in addition to the lack of diversity in anti aura reading perks for survivors
The problem with dbd is that both roles are not on an equal level (and they shouldn't be), so I believe your analogy doesn't apply here.
I mean, if I'm playing support, in games like ow, my interactions will obviously all be more "passive" in the game, I won't be in the middle of the action doing kills, but obviously offering assistance, in the end, it doesn't matter how many times I died , the win or lose will be as a team, and I already enter in the queue expecting that I will be focused by the damages / flanks
I even gave an old example here, but in ow, taking into account symmetrical games, if I am leaving my base and a tracer wants to wait for me to leave my base by "camping", well, I have the necessary tools to warn my team and ping her.
Here at dbd, due to the game's design having been initially made based on the solo survivor experience, the killer as a power role in a correct analogy, would be the equivalent of a tank and the survivor a support (4 in this case), but I have no way of alerting my team in case the killer is taking advantage of being the power role (tunneling, for example), ping/mark the gens that are being made (avoiding 3-gen), combining perks with the team and tracking the killer (avoid slugging and camping), etc.
That is, the core of the game was made from this experience, but the balancing is following another rhythm that cannot be sustained by the avearage survivor player-base, which is Solo players, and there are so many problems, one of the main ones is also the lack of a competitive mode.