A DC that triggers the hatch to open should also trigger a hatch respawn to a random location
It is a simple solution to survivor abuse of disconnecting to give their SWF the hatch.Just do it. For those cases where the DC isn't connected to the survivor, then it is fair for the survivors and killers.
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These seems reasonable. Though honestly, I'd prefer the devs get off their asses and do something about punishing DC's to begin with first. There's also that part of me that thinks the Hatch shouldn't even exist because Survivor's shouldn't get an alternate escape route outside the Exit Gates. Lol
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Then remove killer hexes, let's go back to the old days
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Dude, I solo queue and if you're forcing a 4 minute bleedout so you can sweat for the 4k, I'm gonna DC to help my teammate. Plus if you already know where hatch is, just kill the survivor before they DC or sit near hatch to close it immediately if you believe they will DC to open hatch
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Infinites, No gen regress, no fall stagger, perma sabo, 2.5 seconds self care, 20s sprint cooldown, all vaults - fast vaults,...
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I'm sorry, but I won't be bleeding on the floor for you to take your kill, I'll disconnect and go to the next one, and I don't care if it's for a friend or a stranger, nobody has time for that.
The only way to accept this would be the option to die on the ground on purpose. And the hatch goes to the one that finds it first.
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I.e. you are going to abuse game mechanics to help your teammate. If you don't want to slug then DC and let your teammate FIND the hatch.
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"hatch goes to whoever finds it first"
DING-DING-DING
We have a winner!
Seriously what's with those ideas to give the hatch or free escape to survivors whose teammates disconnected? ######### the killer over in favor of survivors? How fair is that.
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Because the killer may have found the hatch already, EONS ago. But the survivor gets it due to DC hatch tech without any skill because of their teammate's DCs. How is that so confusing? Do you EVEN play killer?
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Unbilivable shame attitude from some people to dc like nothing without problems just because dont like slugged thing or because want every time someone of the team to escape with hatch. Ridicolus situation, need some fix with maybe an option to surrender if slugged and more punusment to DC.
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*points to profile picture*
But it's their problem if they want to disconnect and lose all points they had in the game to let someone else escape. I can understand suiciding on hook for that purpose, but not disconnecting. Then again I've seen both survivors and killers disconnect for the stupidest reasons so I wouldn't be surprised if someone did it for that reason.
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they should just implement DC husks instead
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Yeah that.. disconnect, your body stays there for others to interact with (and for the killer to kill if he so wishes)
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This -- and immediate 'kill' credits when the Entity 'stabs' the Survivor - not until after the like 5-8 seconds animation like it is now. I feel that would stop those Survs that seem to DC during the animation to prevent a kill.
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If the killer just killed me then yeah, the survivor should be trying to find hatch, but if I have to forfeit all my points, I'm going to try and guarantee my teammate's escape
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You could also just let the hatch open after the same timespan that a sacrifice would take. So it doesn't make any difference.
Btw, following scenario. Last two survivors, the other one downed, me running around finding the hatch close to the downed survivor. Spirit phasing around the slug because too afraid of letting the slug get healed up. No EGC active yet as we have still a gen to do. I run around and find a key in the last 2 unopened chests. I walk around the hatch outlines in a square to show the slug where the hatch is. Drop my item and pick it up again to show "got the key". Survivor crawling towards me. Almost got found by the Spirit because she started to look where other one is crawling to. I point to a direction where the slug should crawl to, passing the jungle gym where I wanna hide, near the hatch. She understands and does so. Once in place, Spirit phasing again and I jump out to heal her up almost before bleedout, Spirit reappears, I can take the hit, sprint past the other survivor to reach the hatch first, open, both escape.
What I wanna say: I prefer to rarely achieve right the above to get super comfy and feel like a god, because these are situations you will remember. DC and complain of course is way easier...
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I do get the premise of the idea, but I do think this would be really awkward. Imagine you're not even coordinating with the other guy and you happened to see where the hatch is. They get caught and they're dead on hook, so you start heading over to the hatch. Just as you get there, they rage quit and the hatch vanishes.
I feel there are more elegant ways to handle it, such as blocking the hatch for X seconds if someone disconnects or leaving their husk in the game so they go through the normal sacrifice animation (or get sacrificed EGC style if the killer drops them).
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The current system seems just fine to me. Hook suicide or disconnect, valid tactical plays. If someone wants to take that kind of penalty to let a sole survivor out, so be it.
Don't be so hard up for 4k. I say this as killer main. If you aren't enjoying the game because of this kind of thing, take a break.
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Lol at all the entitled survivor mains "i'M nOt wAiTiNG tO bLeEd oUt fOr 4 miNUtEs". I can smell the saltiness of boosted green ranks.
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"BuT i'Ll TeaBaG aT ThE eXIt GatE FoR 3 mInuTeS!"
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On the other hand, a DC could cause the hatch to spawn near the survivor. The randomness (the hatch mechanic) is unpredictable. The hatch is pretty arbitrary as it is, I'm not this is really a serious concern. However, your other suggestions would be better than the current status quo as well. Honestly, having husks would be really nice or ECG.
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Ok, then why you have a problem with hatch respawning on a random location? This way both sides have a fair race to the hatch, instead of surviviors having huge advantage.
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Why not make the basement change place after every basement unhook, and the gates move after every generator completed?
Hatch moving around would make literally no sense. Why have it spawn in the first place of you're just going to de-spawn it and have it reappear elsewhere?
And as has been mentioned before, doing so has chances of ######### both the killer and survivors over.
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I'm sorry, disconnect is a valid tactical play?
That being said, block the hatch for X seconds after a disconnect is a good solution. It's similar to the time a sacrifice takes to be completed, instead of the instant open a disconnect gives. I don't like the husk idea because of the exploits it could open. Like a Myers stalking it to death, and it's only the first exemple I thought about, and I know people are reeeeeaally good at finding exploits
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So what's stopping you from implementing just that and the previous mentioned "husk" mechanic which btw was talked about in your very own dev post over half a year ago and never to be heard from again?
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Wowowow all these survivors entitled
Wish they would ban anyone who D/C
Game would be better off without all of you
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swf dc should not even open the hatch, but for solo players its a gentle act to give up your bp to dc for a stranger then i will say its okay open hatch cause they dont will know the hatch location by call, intead they will know cause the passed by in game.
i think the killer should be able to listen the hatch sound before her spawns too, cause 4 survivors have more chance to pass by hatch than killer so listen the sound or just see a little black smoke should be balanced cause the killer must pay a lot of attention on his surroudings to profit for that
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While you make a good point making it different between groups and solo players, the solo players have ways to show or get shown where the hatch is..
There have been quite a few games where it was just me and another random player left alive where I saw the hatch and motionned them to follow me to show them where it was, and getting chased across the map on purpose to die far enough for them to escape. Wouldn't have disconnected for them to have it though. Did my stuff until I got spotted and then ran as far as I could. Same happened the other way around, too, someone else showing me where the hatch was, or leading the killer far enough to give me time to get the hatch before the killer could come back.
Doesn't work if they slug, but many killers don't, people just pay more attention to the ones that do.
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yeah it happens to me too but is less likely to happen than in swf, besides that slugging is unfun for killers too cause they will be stuck in a find the survivor game and this is boring so everyone preffer to hook and let it go
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Oh yeah. Only times I'll slug is if I know someone's nearby (wether I saw or heard them, or infectious fright, or because they're always flocking in like vultures with their flashlights whenever I down someone, so I'm more careful about picking up someone right away)
But yeah.. you'll see people helping out random players much less than you'll see them helping out people within their group.
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No one is suggesting any of those things. Don't make a strawman argument, it just makes you look stupid.
The reason it would switch position is to avoid abuse, and just as much as it could hurt it could help as the hatch could spawn near you.
The hatch is DESIGNED to be random anyway, from the start. It really doesn't change the mechanic much at all.
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I’m not gonna sit there for 3-4 minutes just for you to get your 4k. I used to slug every game for the 4k, became repetitive and took up so much time. I laugh when I’m spectating and my teammate gets hatch even after the killer walks around for 4 minutes looking for them. Just hook the last person and hope you’re the one who finds hatch, or if it’s spawned in already keep an eye out for it ahead of time.
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It isn't about hooking someone and hoping to get hatch. It is when two survivors and the killer all know where the hatch is (far across the map) and you slug a person, begin chasing the other one, who runs to the hatch while their friend DCs. It is an obvious abuse of the DC system. That is what I'm saying, and it should be fixed. I don't mind the regular hatch mechanic.
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No one is, but it's the same kind of broken logic.
It is random, but making it change placements once it spawned is stupid. Why not make the hatch change spots every 30 seconds while you're at it, to make it even more random, that way the last survivor doesn't even have to roam the map to find it he can just sit in a locker and wait for it to appear next to him!
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Once again, you're making a straw man. Maybe you should Wikipedia what that is.
And no, it isn't broken logic. Hatch DCing almost never happens other than with SWF, who are the only ones who abuse it really. In the one random time that a solo-er gets a DCer right before the end of the game, then they have the find the hatch all the same just as any old game. It's not even guaranteed they would have found it by then and it is possible it could spawn closer. The argument makes a lot of sense.
Post edited by themirrortwin on0 -
Or here's a brilliant idea. Remove keys, hatch, and mori. Just get rid of stupid luck based instant game ending mechanics, and let skill determine if the player gets out or not. 3rd player DCs or dies, start EGC immediately and gates are powered after 15 seconds. Problem solved.
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I’m not referring to that kind of scenario. There’s no arguing that kind of dc
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