People complaining about killers forcing an EGC sacrifice...
Does no one remember WHY the EGC was introduced? The amount of complaints about killer slugging players is simply amazing to me.
The EGC was implemented as a means to avoid hatch stand offs, and survivors who simply refuse to leave the game. The Devs introduced the ability for the killer to close the hatch about a year ago. However, it wasn't added into the game until the rest of the EGC was figured out. The killer simply closing the hatch would not "end the game", and proved to be too one sided IF the survivor still needed to repair gens to escape.
Enough history...it's hilarious to me to see the same survivor community, that had no problem with 20 minute hatch stand offs, or running around after the gates were open to hold the game hostage, now complain about 4 minutes. Not all survivors are guilty of these types of actions, but it IS 100% survivor actions that lead to this change.
I agree with @Orion , give this change some time, and it will be business as usual. I just can't help but find the funny in the people who created the problem (holding the game hostage), now call waiting 4 minutes, holding the game hostage.
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Well its the same people who rejoice the pig nerfs and basement change.
Notice the basement "problem" auddenly became more relevant because of the EGC.
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"Survivors holding the hostage for many hours"
*devs fix it after 2 years*
"Killer wait 4 min, because they want see this cool animation"
*devs will fix it after 1 week*
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It's 3 min though, isn't it? That's what I remember from dev stream.
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Nope, 4 min.
They say the wrong numbers three times.
And the Legion is so slow, because the devs cant do math correctly.
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EGC got lowered to 2 minutes, but if you have someone in the dying state/on hook it will double the time. So a maximum "delay" of 4 minutes is the worst that can happen once EGC has started.
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The hatch closing was not implemented for two reasons.
It caused another standoff and the devs also stated it was one sided and they wanted a system that had an equal chance for both.
The hatch standoff wasn't due to just survivors but both sides being stubborn, if a hatch standoff happened it was both sides who were at fault as they both had the means to end it.
The egc was implemented yes due to survivors being able to troll at the end and act like idiots so the slugging can be seen as a way for some revenge but the most will be doing it to see the new cool animation.
Just be careful though as the longer it goes on the more likely a change may be implemented.
Post edited by twistedmonkey on8 -
As someone who had their game taken hostage for hours on a few occasions prior to the release of EGC, if they cave to survivors complaining about 4 minutes, I'll be joining all my friends who have uninstalled this game.
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@Raptorrotas That's so crap, the basement problem did not JUST become a problem after EGC, I have went against TOO MANY pigs that crouch blocked the basement stairs with trapped survivors in it. Too many killers blocking basements in general.
@ShyN3ko Legion is fine, he just requires skill to use now, and since he's able to slide and break palettes at the same time if he wants I think it's fair his vault is slower. I hated it at first but I have no issue catching up fast to people before or after that change and his base speed increase is a huge help to his fixes.
@GeneralCommunity EGC has so many possible outcomes and I've only been salty at 1 of them. A spirit who camped and slugged 2 people with good add ons for phasing, and tracking perks including insidious to keep tabs on other survivors without them realizing then cucked their escape in no time after 5 gens finished. She spooked up on one of them and hooked then she went to get the other one zooping around knowing which direction the other one went. -Though I consider this a legit strat, it's just dumb to know that had it not been someone like Nurse or Spirit, this strat would not have been able to be pulled off unless the survivors were dumb enough to keep going to the killer camping; because any other killer would have to travel for a longer period of time. Like why should she be rewarded standing around doing nothing just minding where survivors are while camping people and be able to get 4k because she can close the hatch and block someone from opening the gate. I just think EGC needs to automatically open the gates if the last survivor is in the killer radius for a while and the hatch is closed. Whether or not they make it out the trial is on them. That was the most "entitled" killer win I've ever seen. They get to play spirit like a brain dead monkey and freaking win because of aura perks and add ons for speed boost then zoom to close the hatch after pushing the last survivor away from the gate and be unable to hit them legit because they suck with spirit. She didnt even get her first down till 3 gens were left and I was running kindred so the other people knew not to come for us and that she had insidious if they tried to approach.
I swear that left such a bad taste in my mouth from a killer and survivor perspective that's just not right, and as a spirit main I was deeply offended by this garbage play lmfao yes I went there. Freaking bubba in disguise spirit.
But anyhow EGC is supposed to counter hatch standoffs and slugging so it is needed, I would just change how it can be exploited with the killer basically being able to pull of winning while acting afk and nobody falling for that trap with altruism.
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His vault is so slow, its not a good gameplay feeling.
And I just said, the livestream from the devs was little bit dumb,
because they cant math correctly.
Just watch the last DbD video from the devs.
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And the same kilelr who complained of this situation now make fun of those survivors. Classical double standards of killer mains.
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Garbage behavior by survivors in a previous game doesn't excuse garbage behavior by killers now.
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This is not quite correct. When the timer slows down, it slows down by 50%. So if someone is hooked for the entire EGC, the amount of time maxes out at 3 minutes, not 4.
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I always thought it was a bad idea to give kill credit for something that the game automatically does for them. The incentive should be to hook them yourselves so you don't let EGC do the work for you.
EGC is just supposed to chase survivors out so those garbage jerks don't creep around wasting ungodly amounts of time. A 2-3 minute wait during EGC isn't really anything, survivors could be slugged upwards of 4 minutes without being able to do anything about it besides DC.
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Either you guys aren't explaining it right or your math is wrong.
If the bar SLOWS BY HALF(50%) that means it will take twice the amount of time to run out. Meaning it will take 4 minutes instead of 3 as stated.
However if the AMOUNT OF TIME the EGC lasts for increases by 50% then it would last for 3 minutes.
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if i'm driving at 60 MPH and i slow down by 50%, i am now travelling at 30 MPH, i am not travelling at 40 MPH. If you slow something down by "half", it takes "double" the amount of time for it to get completed. Slowing the 2 minute timer by 50% should be 4 minutes if slugged/hooked at start of EGC, not 3 minutes, so which is it, hmm?
3 minutes max would be correct, if EGC has only 90 seconds, and slows own by 50% once an individual is slugged/hooked.
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I feel they are wording it wrong, or something.
I haven't timed the EGC but they keep saying it lasts 3 minutes which means they must of coded it to increase the time it takes for the EGC to end by 50%, which is definitely not the same as slowing the gauge by 50%.
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I think it's a good way to give it a little bit pressure on the gameplay.. but if you are the last survivor it's impossible to open of the gates without being seen by the killer. Played several times as last surv. and never could escpe, cause the gates are so near and the killer comes with NOED and finishes me. Maybe it would be helpful by taking the gates farther away of each other, taking another function to NOED (it doesn't activates by closing the hatch) or open the gates a little bit faster.
How is your experience with it?
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It's kind of embarassing that they can't get their story straight about how the egc works.
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No, the wording is totally fine. Youre just totally wrong.
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Ooooooh. Everything makes sense now. lol
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@Almo If I walk at one meter per second, it takes me one second to move one meter.
If I walk at half a meter per second (half speed), it takes me two seconds (double the time) to walk one meter.
Speed is distance traveled divided by time spent. Thus, time spent is distance traveled divided by speed. If x is distance, t is time, and v is speed, you get this:
v = x/t
t = x/v
If v is reduced to v/2 and keeping the distance constant:
v/2 = x/t'
t' = x/(v/2)
t' = x*(2/v)
t' = 2*x/v
t' is, evidently, 2*t.
I'm available to work part-time, over the Internet, if you need someone to check your math.
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Read my comment to Almo. This is something you learn in high school, at the latest.
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Y'all he's saying that the person will die on the hook whenever there is 1 minute remaining on the EGC timer (2 minutes passed) assuming they was hooked at the very beginning of it. Therefore, 2 minutes passed during the hook slow and 1 minute remains on the collapse timer, this adds up to a 3 minute EGC timer.
However, y'all are right, if the hook slow applied all throughout the EGC timer then we will have 4 minutes instead of 2.
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I don't know if that's what he meant because a developer said, during the stream, that the maximum timer was 3 minutes if a survivor was hooked or dying.
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I see.
I missed the "hooked" part. It makes sense if you look at it that way, but no one was specifically talking about only one survivor being hooked, they were talking about them being slugged, a survivor later being hooked and the game "being held hostage for the full EGC duration" by a killer and what not.
So @Almo is either being misleading or misunderstood what people were talking about. Or was truthfully answering that the EGC can not last longer than 3 minutes.
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Some of you guys are insane.
Like relax. Survivors had hatch dibs for over 2 years. Now it's different. Suck it up.
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If they do have a cap, then it's not a 50% slowdown, it's a 50% time increase.
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I got out after EGC last night. Being a killer main (Billy), I knew I just had to wait until the killer (Bunny Mom) came to check my side. The gates were completely across the map...so I knew NOT to touch it until she checked it. When she saw no progress, she did, just what I would do...go check the other one. She didn't have enough time to make it back once out of heartbeat range. She got about 20m away when the gates opened, threw a hatchet and missed.
*edit I thoroughly admit that if it were a Billy or Nurse killer...I'd be dead. In a perfect world, the devs would implement a speed boost to the gate ONLY WHEN in the killers terror radius.
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Exactly.
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Because without a cap, the slowdown would be infinite (meaning, the timer would be paused).
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You might want to word that better buddy.
You should have just said "Timer Maxes out at 3, no more."
lol
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Alright, can we just get proper documentation? Because your math is not working out to be what it should. So either the values wrong, your wrong, we're wrong, or someone is trying to make things confusing for the sake of being confusing.
If the math is wrong then I would suggest looking at other values as well that have recently changed. Cause it could very well be wrong there as well.
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Maybe they mean when hooked or slugged the timer goes up by 50% so 2 mins + 1 min is 3 mins?
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lol ######### I am really concerned by the fact they dont even know basic math
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Can someone just test the endgame timer with friends?
I hate math and english.
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We did that already.
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Clarification:
The EGC lasts 2 minutes if nobody is dying or hooked. If someone is hooked or dying, the timer moves more slowly, at a rate such that the maximum possible EGC time is 3 minutes.
Put this way, there is no room for any mistakes in arithmetic. As a guy with an MSc in physics, I can do 3-dimensional boundary-valued partial differential equations, but I do make mistakes in basic arithmetic. :D
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Except that's not what we were told. We were told it slowed down by 50% when someone was hooked or dying, which would bring the maximum possible time to 4 minutes.
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Another poster had it right when they said it's not the velocity of the nub decreasing by 50%, it's the amount of time it takes the nub to travel a particular distance increasing by 50%.
It's an imprecision of wording, and I'm sorry if it has caused any confusion.
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Usually I'd be glad to take a dev at their word, in particular a fellow physicist, but given that the same person who said a 50% speed decrease translated to a 50% time increase also said that traveling at 5 m/s for 10 seconds would allow you to travel 70-ish meters, I'm hesitant to believe this until someone can confirm it.
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Awesome, thanks. I'll talk to the other designers about this. It's possible this is actually a bug that slipped through.
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But IF the base is 2 minutes....
I just used a calculator:
2 * .5 = 1
1 + 2 = 3
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Or you know they could just use wake up
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That's if you are using nothing but a timer. DbD uses a charge/ticket count system for progress and times things based off of how fast those charges are used, not basic timers. The 50% reduced progress of EGC when hooked/downed effects the rate it loses charges, in effect doubling the total amount of time it takes to drain.
120 charges - 1 per second = 120 seconds or 2 minutes.
120 charges - .5 per second = 240 seconds or 4 minutes.
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That's if you increase the time the EGC lasts by 50%, which is not the same as slowing the EGC gauge by 50%.
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Not sure that's accurate. If I was increasing by 50%, the new number would be subtracted, not added. Also, the new number would be LESS than the base 2 minutes. In my math, I'm adding the extra time, in this case 50% more.
2 * .5 = 1
2 - 1 = 1 THIS is less time, meaning it's a faster timer.
I'll stand by my math on this one. I haven't timed the in games results. So I can't say it's working as intended. Faster you subtract, slower you add.
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See here:
Your math is wrong.
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