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The problem with the 4% mechanics

Daniel_Silva04
Daniel_Silva04 Member Posts: 30
edited November 26 in Feedback and Suggestions

I believe that this mechanic was created with the intention of using it as a "last hope for survivors", that is, to be used as a last resort. But the problem is that most survivors don't use it for that, they use it for a reason, to kill themselves on the hook, that's the problem with this mechanic. And this has become increasingly common in recent times, the number of survivors who kill themselves on the hook because they don't like facing such a killer or because they had a quick chase is absurd and it's already getting boring and unbearable, I hope the devs do something about it, because it's as if he were abandoning the match but without the penalty, which is why they do it without worrying, because there is no penalty.

Comments

  • Vishlumbra
    Vishlumbra Member Posts: 202

    I think that mechanics that allow players to decide what to do are good. I am not saying is a nice thing to do, but I rather have it than not. Idk if it makes sense.

  • Daniel_Silva04
    Daniel_Silva04 Member Posts: 30

    Yes, but this ruins the game for other players, even more than abandoning the match, because by abandoning the match you at least have a bot, even though it's horrible to play with on your team.

  • Vishlumbra
    Vishlumbra Member Posts: 202

    I am not sure, but it can be a reportable offense no?

  • Daniel_Silva04
    Daniel_Silva04 Member Posts: 30

    I can't say, but I don't think so, since this mechanic is available to be used freely and voluntarily.

  • UndeddJester
    UndeddJester Member Posts: 3,415
    edited November 26

    It is not no. BHVR have no foolproof means of deriving player intent. After all how do you programmatically differentiate between: -

    • Suiciding on hook to leave the match.
    • Suiciding on hook to give hatch.
    • Genuinely trying your luck to unhook yourself because your team are braindead.
    • Being a noob that tries it cause they don't know better.

    You could TRY and do it, I reckon I could probably build a system that would likely be right 99.5% of the time… But you can never be 100% sure you will only catch players who deliberately SoH to throw the game... and when it comes to banning players, almost perfect just isn't good enough.

    There have been lots of suggestions to address it, and no one can agree on how to fix it.

    If you remove the 4% you bring with it a slew of other problems (namely no Suicide for Hatch, and no last ditch attempt to escape when your useless soloQ teammates leaves you to rot on hook).

    If you allow 3 attempts with no penalty, survivors always attempt to unhook themselves, cause there is no reason not to.

    Allowing it to be reportable comes with issues of troll/ spite reports.

    My suggestion was to allow 3 attempts with no loss of bar. 3 attempts will have the Entity pin you in place and no allow any further attempts, but for each attempt you lose 33.3% of your remaining sacrifice progress when you hit stage 2. This "pin" effect is disabled when only 2 survivors are left, and the Entity will simply accept your sacrifice at this point, since it is sated. (Though because of Slug for 4k and hatch, you could argue that disabling this is not necessary).

    This means that at least a SoH player is stuck for 70s and their team doesn't have to immediately bolt to stop them leaving AND it's the killer's choice whether they kill them or not... and some killers leave SoH players slugged on the ground, so this system would be quite the deterrent for players trying to SoH to my mind.

    However a lot of people reading my suggestion either disagree with it because they want their own system (though often it's one of the ones above with all the myriad of flaws therein), or they don't understand it correctly and think it's just as easy to leave on this system as it is now. I'm yet to hear a good reason against my system yet, some of the arguments seem to boil down to just not liking it tbh... but no real good argument why not... and other suggestions are met woth similar resistance.

    As such the issue forever remains in limbo.