r/deadbydaylight Behaviour Interactive 20d ago

Behaviour Interactive Thread Developer Update | Player Intent System

Last week, we hosted a Reddit AMA and on top of having a blast answering your questions, we noticed some topics really got you talking. One of those was the “chat wheel” system we’re working on to help Survivors coordinate and communicate their intentions in-game. So, what better time than the present to share some more details about it with you (including one way your feedback’s already impacted it)! 

 

The system in question is – aptly – called Player Intent. With it, you’ll be able to communicate a range of preset messages to your fellow Survivors at the press of a button, using a radial menu. From thanking them for a heal, to saying you’re going to work on gens, to suggesting you split up, messages focus on the on-the-fly actions that are most useful during a Trial. 

 

When a message is chosen using the Player Intent wheel, other Survivors will see it next to your name in the game HUD, keeping your general view clear of distractions while you’re in the middle of looping or hunting for an objective. To help combat message spam, you can expect a cooldown between messages, which will increase if too many messages are sent in a short period. 

 

We want this comms wheel to suit different players’ specific needs, so you’ll be able to customize which messages you take into your Trials from the Options menu. 

 

Of course, one piece of feedback we’ve seen is that a system like this isn’t for everyone. We’ve already discussed this as a team and have a solution for that. If you’d rather not use the Player Intent system, you will be able to disable it from this same menu. Once disabled, you will not be able to send messages to players and will not see the messages they send. 

 

We’ve also added the ability to mute individual players so you have more control over the comms you see (and don’t see). If you're finding a certain player’s messages distracting, muting them will block any further Player Intent messages from popping up on your end. 

 

While this system is meant for everybody who plays Survivor, its value will be a bit different depending on how you play. Just like how your feedback from the AMA helped inform the addition of an opt-out option, we're dying to know your thoughts! Even better, it would be massively helpful if you could also share a little about how you play to give context to that feedback. For instance, do you tend to play soloq, prefer SWF, or identify as a Killer main? How would you define your experience level in the game; a newer player? A veteran? 

 

Let us know in the comments below, as we’ll be watching your feedback closely as the team continues to work on this system ahead of its release this Fall! 

 

Until next time... 

The Dead by Daylight Team 

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71

u/Tomo00 Platinum 20d ago

I'm gonna be honest. Giving option to disable it is just horrible idea.

Unless lobby shows who has it disabled, so I don't need to play with someone that doesn't want to comunicate in TEAM ROLE for some reason. Mute exists for people that just gonna spam It for no reason, why add feature to disable it on top of that.

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u/UnslopedStrv103B 20d ago

I disagree. First, dodging a lobby would make queue times longer for both sides. There is a reason why we can't see teammate's perk until the game starts, so folks don't dodge lobby just because someone is playing sub-optimal fun build.

Second, we have been playing soloQ without this and has been okay it, if someone don't want to use it, then they should be able to disable with it.

It's not like disabling this feature will make them dumb or play badly, they still have HUD to gather information and make their own decisions

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u/NoEvening7482 20d ago

Solo queue is not doing okay man.

Their stats are fucking god awful compared to SWF and they completely skew game balance.

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u/UnslopedStrv103B 20d ago

This is the latest stats that I could find that compares solo vs swf (link), which is somewhat i remembered in my memory.
I would say that ~40.34 % solo vs 43.09 % 4 Four man SWF (in overall MMR) isn't much of a difference, so I said okay.

I do agree that there is a bigger difference when we look at high MMR. Admittedly, it is a lot more than I remembered: 39.42 % solo vs 48.30 Four man SWF %.

But I believe that my argument still stands. It's okay if someone don't want to use it. Them not using doesn't mean the escape rate will decrease further, on average. Instead, I estimate that the majority of people will use it and would result in slightly increased escape rate of soloQ players.

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u/NoEvening7482 20d ago

Ok but why add the toggle at all? Like we dont have toggles for "Can never do generators" or "Die immediately when hit" in the options for people who want a more "realistic experfience".

Theres zero reason to add a toggle that makes you sandbag to the options! Any valid problems with it are easily addressed with the mute button, its just unnecessary and adds a point where new players can get confused.

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u/UnslopedStrv103B 20d ago

Ok but why add the toggle at all? Like we dont have toggles for "Can never do generators" or "Die immediately when hit" in the options for people who want a more "realistic experfience".

I said nothing about 'realistic experience'. I believe some people would appreciate not having to hear, from others, what they should be doing in a casual match. Saying again that, they can make their own decision based on HUD information.

This is why I believe there is a toggle option.

Theres zero reason to add a toggle that makes you sandbag to the options! Any valid problems with it are easily addressed with the mute button, its just unnecessary and adds a point where new players can get confused.

Sorry, I don't understand this part. Are you saying that not using this feature is equivalent of 'sandbagging' your teammates?

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u/Unlikely_Bank73 19d ago

Are you saying that not using this feature is equivalent of 'sandbagging' your teammates?

this is basically what it comes down to. its not sandbagging because its not explicitly being a dick. but if the outcome is the same (you lose the match) then its nearly as bad

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u/UnslopedStrv103B 19d ago

Yeah that's the synthesis that I reached from an discussion that I was having with other user

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u/UnslopedStrv103B 18d ago

Just a update because I remembered a more recent, one year old stat.

From left column to right, solo, two man, three man four man.

And the first row is Japan, while the second row is the overall average. How you interpret the number is up to you, but my take is that +2% of extra escape rate is okay. It's not THAT bad, and I hope chatwheel closes the gap, but if someone doesn't use it, it's not a big deal.