https://dbd.game/4rHHkF5
Suggestion for "Go-Next" prevention
I think one of the most frustrating times to experience people throwing is when the game has just started/there aren't even that many gens left. Like, if it's still a 4v1, and there's only 3 gens left, all it takes is for someone to sauce out the killer a bit and stall for others to complete a gen or 2, and the game becomes much more winnable for survivors.
But, on the contrary, it's kind of frustrating to prolong a game that's essentially unwinnable, or when your fellow survivor would have a better chance of winning if you were dead. Like just today, I had a match where it was a 2v1, I was on final hook and my teammate was on 2nd, and there were still 3 gens. The survivors have such an ungodly low chance of surviving in that scenario, it'd be best if I could just get myself killed on hook to make hatch available ASAP to my teammate. But if that counts as go-nexting, then I'd just get in trouble for trying to increase the odds of one of us escaping.
So this is my suggestion: I think it should be punishable to spam check fails on hook/throw when there's 3-5 gens with 3+ teammates, but when you get into a territory like I mentioned above; 3 or 2 teammates on 2nd or final hook with 3 or 4 gens left, I think it makes more sense to let people go-next. That would be my suggestion for how go-next prevention should work.
Obviously I don't have as intricate an understanding of the game's development or what the devs are planning as the devs do, but this was just an idea I had.
Thank you for reading!