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How to fix hatch standoff and survivors holding the game hostage in 10 steps

thesuicidefox
thesuicidefox Member Posts: 8,223
edited January 2019 in General Discussions

1) These rules only apply to the last survivor.

2) Killer can no longer grab the survivor out of the hatch.

3) Killer can stand on hatch to block action prompt (this is currently in the game). When the killer does this both players get a notification of a "Standoff". A Standoff only occurs when the action prompt is blocked.

4) A Standoff starts a 2 minute timer for the survivor, indicated by a bleed-out bar like DW.

5) If this timer expires the survivor dies and it counts as a sacrifice for the killer.

6) The survivor can pause the timer by repairing a generator.

7) The timer resets when the Standoff ends.

8) For 60 seconds after completing a generator, the killer's collision breaks when in audio range of the hatch (in other words, a Standoff cannot occur during this period).

9) If the killer has bloodlust the hatch will close.

10) If the hatch has not spawned, the killer can enter the basement to reveal the survivor's aura. This does not work if the survivor is repairing a generator.

SEE NEXT POST FOR EXPLANATIONS

Comments

  • thesuicidefox
    thesuicidefox Member Posts: 8,223

    Basically what this does is give the killer a way to force the survivor to leave the hatch and engage in more normal play while at the same time limiting how much the killer can do this. This list would fix both hatch standoff and hostage situations where survivors refuse to leave.

    First this all applies to only the LAST survivor. If someone uses a key they can be grabbed out of the hatch. If someone follows the guy with the key, they can be grabbed out of the hatch. You can't have a hatch standoff in those situations, because killer could just stand on the hatch until it closes. But if it's the last guy, they can't be grabbed.

    Now killer can already stand on the hatch in such a way that it blocks the action prompt for survivors. I've had this done to me and I've done it as killer. This is an interesting mechanic IMO and is the reason I came up with this idea. See if the survivor can't take the hatch they have to go do a gen to escape. However most survivors don't want to do that and will just wait until you let them go. But if blocking the hatch FORCED them to do something they would go do it.

    So let's look at some scenarios:

    1) Killer finds hatch first. Stands on it to block the prompt, triggering Standoff. Survivor doesn't do a gen and dies in 2 minutes.

    2) Killer finds hatch first. Stands on it to block the prompt, triggering Standoff. Survivor does a gen, killer see the timer pause and leaves the hatch to look for the survivor. Standoff ends, normal game resumes.

    3) Killer finds hatch first. Stands on it to block the prompt, triggering Standoff. Survivor does a gen, killer see the timer pause but stays. Surv finishes the gen and forces the standoff to end AND the killer can't stop them from taking the hatch if they get there. Killer is forced to leave hatch and come looking for survivor. Normal game resumes.

    4) Survivor finds hatch first, they can escape (this isn't different from how it is now BTW).

    5) Killer finds survivor first and chases them. They come across hatch. The chase just started and the survivor can escape forcing the killer to attempt to block the hatch if they want to catch them. 50/50 depends on the exact situation, though survivor has the advantage here.

    6) Killer finds survivor first and chases them. They come across hatch. The chase has been going on for some time and killer has bloodlust, forcing the survivor to break bloodlust/the chase for a chance to escape. Makes it easy for the killer to start a Standoff if they want. Killer has the advantage here.

    7) Both gates are open and the last survivor refuses to leave. Killer triggers Standoff and now they have to leave in 2 minutes or die. Yea some people will wait the full 2 minutes but at least it makes things end.

    8) Similar to 7, no gens are done and the last survivor refuses to come out of hiding. Killer can find them by going into the basement which creates a fair situation that can lead to a chase (end of the game) but not guaranteed. If the survivor is doing a gen killer would know this and check gens but not know which gen it is giving the survivor opportunities as well.

  • thesuicidefox
    thesuicidefox Member Posts: 8,223
    edited January 2019

    Bump.

    I'ma take a guess and say people read 1 and 2 then ignored this. It sounds like it benefits survivor but it actually benefits killer. READ IT!

  • I like this, it's been thought out, plus I don't see anyone complaining. I am not sure if the whole idea can be implemented, bit i do like that it makes gameplay return to normal, rather than having the game hijacked by survivor or left down to a battle of patience. I hope they give this some serious thought
  • thesuicidefox
    thesuicidefox Member Posts: 8,223

    @gamerscrybecauseofme Thanks. I don't want any crazy solutions TBH, the hatch gameplay is pretty fun. It just stops being fun when both players stand on the hatch and don't do anything. Give the killer a way to force the survivor to leave so they can have a fair chase, and give the survivor incentive to leave and these standoffs won't be a problem.

  • NMCKE
    NMCKE Member Posts: 8,243
    @thesuicidefox
    I feel like a better and a more understandable version will to have the hatch spawn a obviously placed lock on it. The lock will remain on the hatch until there's only one survivor remaining in the trial or until someone removes it with a key.

    Step 1:
    -Using a key on the hatch will immediately remove the lock while granting all survivors the ability to open the hatch by hand.

    Step 2:
    -Takes a few seconds for the survivor to open the hatch by hand and probably be long enough so that the survivor can't open the hatch directly in front of the killer.

    Once opened, you're forced to jump in and the hatch will close after you escape.
  • George_Soros
    George_Soros Member Posts: 2,270
    edited February 2019
    @thesuicidefox I think the problem with your proposal is that it's too complicated. Simple solutions are always the best. Also, some parts, especially the one about killer's collision gone is just counter-intuitive.
    Point ten is interesting on its own though.