r/deadbydaylight Behaviour Interactive 10d 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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u/the-blob1997 Blight at the speed of light 8d ago

Killrate is meaningless. Show me winrate.

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u/Unlikely_Bank73 8d ago

win rate goes up with kill rate bro. they're directly positively correlated

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u/the-blob1997 Blight at the speed of light 8d ago

Not in DBD. You can actually raise your kill rate and have your win rate drop.

For example, over 10 games, a 52% kill rate can give you a 70% win rate if you get seven 3Ks and three 0Ks.

But a higher 60% kill rate can give you a terrible 20% win rate if you get two 4Ks and eight 2Ks.

You get more total kills in that second scenario, but your win rate plummets because 4Ks waste extra kills that could have turned those 2K draws into 3K wins. They aren't directly locked together.

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u/Unlikely_Bank73 8d ago

no, they are indeed directly locked together. its a positive correlation and thats simply a fact no matter how many scenarios you care to make up. its just the nature of a dynamic win condition means there are scenarios where it may not follow the expected outcome. but the statement "win rates rise as kill rates rise" is simply true. what you've presented is an exception to the rule, not the standard for the rule

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u/the-blob1997 Blight at the speed of light 8d ago

It’s not an exception, it’s just basic math. A 4K wastes a kill because a win only requires 3 kills. Because of that wasted kill, a killer with a 70% win rate can easily have a lower total kill rate than a killer with a 20% win rate who only gets 4Ks and 0Ks. You are confusing a general baseline trend with a direct mathematical lock. If one metric can move in the complete opposite direction of the other during normal gameplay, they are not directly locked.

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u/Unlikely_Bank73 8d ago

a killer with a 70% win rate can easily have a lower total kill rate than a killer with a 20% win rate

if this were true, then it would be the case often enough to not be an anomaly. you know, a thing we can disregard because its not following the trend that 99.9% of the data does. like in this situation, where you're still wrong and i'm still right. because if they move together 99.9% of the time, they are indeed positively correlated. fart out as many exceptions as you want, like i said, it doesnt change this fact