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I hate the hatch.

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Comments

  • NoxiousOnnyyxx
    NoxiousOnnyyxx Member Posts: 343
    Yes, I know what agitation is for genius, but that doesn't stop the killer from chasing others while holding onto survivor. Especially, when they have iron grasp..
  • M2Fream
    M2Fream Member Posts: 288
    fcc2014 said:
    Orion said:

    @fcc2014 said:
    Killer bias a bit.....??? Remove NOED also they should be dead before it geta that point correct??? How about every end game perk??? Failure right?!?!

    NOED can be disabled before it activates at any point during the trial. Once 2 generators have been repaired, even if the Killer finds and kills all the remaining Survivors one by one, they can no longer prevent the hatch from activating.
    As for end-game perks, unless you're suggesting that the hatch is an end-game perk, I don't see the comparison. Maybe it should be a perk. Hatch won't open on its own unless the last remaining Survivor has Sole Survivor equipped.

    The other killer bias player ladies and gentlemen.
    Yeah but atleast he made a point about Noed. Your point is about at sharp as a bowling ball.
  • fcc2014
    fcc2014 Member Posts: 4,388
    edited August 2018
    M2Fream said:
    fcc2014 said:
    Orion said:

    @fcc2014 said:
    Killer bias a bit.....??? Remove NOED also they should be dead before it geta that point correct??? How about every end game perk??? Failure right?!?!

    NOED can be disabled before it activates at any point during the trial. Once 2 generators have been repaired, even if the Killer finds and kills all the remaining Survivors one by one, they can no longer prevent the hatch from activating.
    As for end-game perks, unless you're suggesting that the hatch is an end-game perk, I don't see the comparison. Maybe it should be a perk. Hatch won't open on its own unless the last remaining Survivor has Sole Survivor equipped.

    The other killer bias player ladies and gentlemen.
    Yeah but atleast he made a point about Noed. Your point is about at sharp as a bowling ball.
    Lol wow you are brilliant.
  • Baphomett
    Baphomett Member Posts: 394
    Yes, I know what agitation is for genius, but that doesn't stop the killer from chasing others while holding onto survivor. Especially, when they have iron grasp..
    Even with agitation, you should have zero trouble outrunning a killer carrying someone.  I think we've strayed pretty far from the topic, though.

    What do you think would be a fair change to the hatch?  Or is it your position that any change is a problem?
  • fcc2014
    fcc2014 Member Posts: 4,388
    edited August 2018

    @Baphomett said:
    fcc2014 said:


    M2Fream said:


    fcc2014 said:


    Orion said:

    @fcc2014 said:

    Killer bias a bit.....??? Remove NOED also they should be dead before it geta that point correct??? How about every end game perk??? Failure right?!?!

    NOED can be disabled before it activates at any point during the trial. Once 2 generators have been repaired, even if the Killer finds and kills all the remaining Survivors one by one, they can no longer prevent the hatch from activating.

    As for end-game perks, unless you're suggesting that the hatch is an end-game perk, I don't see the comparison. Maybe it should be a perk. Hatch won't open on its own unless the last remaining Survivor has Sole Survivor equipped.

    The other killer bias player ladies and gentlemen.

    Yeah but atleast he made a point about Noed. Your point is about at sharp as a bowling ball.

    Lol wow you are brilliant.

    Ignoring the unwarranted insult, his/her underlying point stands.  Labelling someone as "them" vs "us" isn't an argument.  Stop trolling.

    Maybe i think they are maybe you are too? He called it a failure that is what NOED is also. It rewards failure.

  • NoxiousOnnyyxx
    NoxiousOnnyyxx Member Posts: 343
    Baphomett said: Its fine to stray. You're not getting what I'm saying, but that's okay. Anyway, the hatch doesn't need to be changed or have the option of closing it. It's fine how they have it. I mean come on killers don't need to be like Ash. They don't need to catch them all. 
    Yes, I know what agitation is for genius, but that doesn't stop the killer from chasing others while holding onto survivor. Especially, when they have iron grasp..
    Even with agitation, you should have zero trouble outrunning a killer carrying someone.  I think we've strayed pretty far from the topic, though.

    What do you think would be a fair change to the hatch?  Or is it your position that any change is a problem?

  • fcc2014
    fcc2014 Member Posts: 4,388

    I believe anything less than 4k is unacceptable @NoxiousOnnyyxx .

  • RepliCant
    RepliCant Member Posts: 1,436

    @Tsulan said:
    Just remove the hatch.
    It just rewards failure.
    I've posted several times a fairer way to finish the match and keep it interesting until the end.

    What happens then when you were never hooked, all your teammates died...

    In that circumstance, why should I be punished for the rest of the survivors practicing bad gameplay? It's not my fault they died.

  • fcc2014
    fcc2014 Member Posts: 4,388

    @Brady said:

    @Tsulan said:
    Just remove the hatch.
    It just rewards failure.
    I've posted several times a fairer way to finish the match and keep it interesting until the end.

    What happens then when you were never hooked, all your teammates died...

    In that circumstance, why should I be punished for the rest of the survivors practicing bad gameplay? It's not my fault they died.

    Or how about 2 or 3 dc because that never happens but hey that is a failure right?

  • fcc2014
    fcc2014 Member Posts: 4,388

    @brokedownpalace said:
    The only people upset by the hatch are tryhards. It triggers them to no end that they couldn't 4k and deprive every survivor of escape points. They'd rather slug the third survivor and then sit there or run around the map for 4 minutes desperately searching for the last survivor than just move on with their lives. It's all ego.

    This above me is the hatch in a nutshell.

  • Tsulan
    Tsulan Member Posts: 15,095
    Brady said:

    @Tsulan said:
    Just remove the hatch.
    It just rewards failure.
    I've posted several times a fairer way to finish the match and keep it interesting until the end.

    What happens then when you were never hooked, all your teammates died...

    In that circumstance, why should I be punished for the rest of the survivors practicing bad gameplay? It's not my fault they died.

    No one is stopping you from equipping left behind and repair the gens all by yourself. 
    Since you never got caught, you can keep playing like this.
  • Tsulan
    Tsulan Member Posts: 15,095
    fcc2014 said:

    @Brady said:

    @Tsulan said:
    Just remove the hatch.
    It just rewards failure.
    I've posted several times a fairer way to finish the match and keep it interesting until the end.

    What happens then when you were never hooked, all your teammates died...

    In that circumstance, why should I be punished for the rest of the survivors practicing bad gameplay? It's not my fault they died.

    Or how about 2 or 3 dc because that never happens but hey that is a failure right?

    You know I'm for a more severe punishment for disconnecting.
    Yes that sucks. But if they all disconnect so early, then just accept your fate and move on to the next match. 
    Or would you expect a special treatment if your team disconnects in R6, LoL, or any other multiplayer game?
    Go on their forum and ask for a free win, when your team disconnects. See what happens.
  • Tsulan
    Tsulan Member Posts: 15,095
    The only people upset by the hatch are tryhards. It triggers them to no end that they couldn't 4k and deprive every survivor of escape points. They'd rather slug the third survivor and then sit there or run around the map for 4 minutes desperately searching for the last survivor than just move on with their lives. It's all ego.
    I would be ok with the hatch if the killer had a similar mechanic.
    If he plays bad, everyone is about to escape but the entity prevents the last survivor from leaving and gives the killer 7000 points for hooking that guy.
    Sounds fair, doesn't it?
  • brokedownpalace
    brokedownpalace Member Posts: 8,804
    Tsulan said:
    The only people upset by the hatch are tryhards. It triggers them to no end that they couldn't 4k and deprive every survivor of escape points. They'd rather slug the third survivor and then sit there or run around the map for 4 minutes desperately searching for the last survivor than just move on with their lives. It's all ego.
    I would be ok with the hatch if the killer had a similar mechanic.
    If he plays bad, everyone is about to escape but the entity prevents the last survivor from leaving and gives the killer 7000 points for hooking that guy.
    Sounds fair, doesn't it?
    No, this has been suggested before it's not fair. It's not even comparable. So if the last two survivors were crossing through the exit at roughly the same time, the one a second late would just be auto sacrificed? How does that make sense? There would be zero reason for survivors to stick around and try to help a survivor that is hooked or being chased because if they do they risk being last out.. and if they're planning on escaping it would be 100% pointless to rescue someone on the hook cause one of them would be guaranteed to be auto sacrificed.

    I don't think you fully understand why the hatch exists. If it didn't then the last 1 or 2 survivors would have no hope of escaping in games where the first 2 or 3 were killed before 3 or 4 generators were completed. Remove the hatch or make it too difficult to get for the survivors and all you're going to get is a lot more disconnects and the killers will end up 1. Missing out on a bunch of BP, 2. Have a ton of completely unsatisfying "wins," 3. Have a much harder time acquiring trophies with killers that involve killing or sacrificing all 4 survivors. The hope of the hatch is what keeps survivors playing when they're getting destroyed by the killer due to that killer being awesome or their teammates being inept.

    Left Behind is a joke of a perk and in 95% of matches would end up being entirely useless. That's like telling a killer to always equip Franklin's or Lightborn even when the survivors don't have any flashlights or other items because they might get one in a chest, even though there's like a 90% chance they're just gonna get some crappy brown item.
  • Tsulan
    Tsulan Member Posts: 15,095
    Tsulan said:
    The only people upset by the hatch are tryhards. It triggers them to no end that they couldn't 4k and deprive every survivor of escape points. They'd rather slug the third survivor and then sit there or run around the map for 4 minutes desperately searching for the last survivor than just move on with their lives. It's all ego.
    I would be ok with the hatch if the killer had a similar mechanic.
    If he plays bad, everyone is about to escape but the entity prevents the last survivor from leaving and gives the killer 7000 points for hooking that guy.
    Sounds fair, doesn't it?
    No, this has been suggested before it's not fair. It's not even comparable. So if the last two survivors were crossing through the exit at roughly the same time, the one a second late would just be auto sacrificed? How does that make sense? There would be zero reason for survivors to stick around and try to help a survivor that is hooked or being chased because if they do they risk being last out.. and if they're planning on escaping it would be 100% pointless to rescue someone on the hook cause one of them would be guaranteed to be auto sacrificed.

    I don't think you fully understand why the hatch exists. If it didn't then the last 1 or 2 survivors would have no hope of escaping in games where the first 2 or 3 were killed before 3 or 4 generators were completed. Remove the hatch or make it too difficult to get for the survivors and all you're going to get is a lot more disconnects and the killers will end up 1. Missing out on a bunch of BP, 2. Have a ton of completely unsatisfying "wins," 3. Have a much harder time acquiring trophies with killers that involve killing or sacrificing all 4 survivors. The hope of the hatch is what keeps survivors playing when they're getting destroyed by the killer due to that killer being awesome or their teammates being inept.

    Left Behind is a joke of a perk and in 95% of matches would end up being entirely useless. That's like telling a killer to always equip Franklin's or Lightborn even when the survivors don't have any flashlights or other items because they might get one in a chest, even though there's like a 90% chance they're just gonna get some crappy brown item.
    So split second difference between 2 survivors leaving is nonsense but a magical exit opening is ok.

    If there was no hatch, more people would equip left behind. It would be a endgame strategy like adrenaline.

    Of course if you hand out free escapes, no one ever tries to use that perk.

    And being the last survivor with gens to do actually feels like a horror game. Not like NASCAR. But that's a bad thing, right?
  • brokedownpalace
    brokedownpalace Member Posts: 8,804
    Tsulan said:
    Tsulan said:
    The only people upset by the hatch are tryhards. It triggers them to no end that they couldn't 4k and deprive every survivor of escape points. They'd rather slug the third survivor and then sit there or run around the map for 4 minutes desperately searching for the last survivor than just move on with their lives. It's all ego.
    I would be ok with the hatch if the killer had a similar mechanic.
    If he plays bad, everyone is about to escape but the entity prevents the last survivor from leaving and gives the killer 7000 points for hooking that guy.
    Sounds fair, doesn't it?
    No, this has been suggested before it's not fair. It's not even comparable. So if the last two survivors were crossing through the exit at roughly the same time, the one a second late would just be auto sacrificed? How does that make sense? There would be zero reason for survivors to stick around and try to help a survivor that is hooked or being chased because if they do they risk being last out.. and if they're planning on escaping it would be 100% pointless to rescue someone on the hook cause one of them would be guaranteed to be auto sacrificed.

    I don't think you fully understand why the hatch exists. If it didn't then the last 1 or 2 survivors would have no hope of escaping in games where the first 2 or 3 were killed before 3 or 4 generators were completed. Remove the hatch or make it too difficult to get for the survivors and all you're going to get is a lot more disconnects and the killers will end up 1. Missing out on a bunch of BP, 2. Have a ton of completely unsatisfying "wins," 3. Have a much harder time acquiring trophies with killers that involve killing or sacrificing all 4 survivors. The hope of the hatch is what keeps survivors playing when they're getting destroyed by the killer due to that killer being awesome or their teammates being inept.

    Left Behind is a joke of a perk and in 95% of matches would end up being entirely useless. That's like telling a killer to always equip Franklin's or Lightborn even when the survivors don't have any flashlights or other items because they might get one in a chest, even though there's like a 90% chance they're just gonna get some crappy brown item.
    So split second difference between 2 survivors leaving is nonsense but a magical exit opening is ok.

    If there was no hatch, more people would equip left behind. It would be a endgame strategy like adrenaline.

    Of course if you hand out free escapes, no one ever tries to use that perk.

    And being the last survivor with gens to do actually feels like a horror game. Not like NASCAR. But that's a bad thing, right?
    1. Yes, for reasons I've stated. Not sure why you say magical, everything about this game is magical. In case you didn't know, using a chainsaw does not propel you forward at ridiculous speeds.
    2. End game builds are pointless for survivors because there's no guarantee you'll even make it to the end game. Adrenaline is incredibly useful in several ways. It can pay off big time so it's worth the times you don't get to use it. With Left Behind, generators still take a decent chunk of time and if you're the last survivor then all the killer is doing is patrolling gens. If you have more than one gen left then the likelihood of you being able to avoid the killer and do them is close to zero. And even if you do, random generation could put the exit gates very close together or within view of one vantage point.

    I'm just gonna stop there because it's frustrating debating with you when you're saying nonsensical things. Especially when the points you're making are not even actually countering the things I've said.
  • Tsulan
    Tsulan Member Posts: 15,095
    Tsulan said:
    Tsulan said:
    The only people upset by the hatch are tryhards. It triggers them to no end that they couldn't 4k and deprive every survivor of escape points. They'd rather slug the third survivor and then sit there or run around the map for 4 minutes desperately searching for the last survivor than just move on with their lives. It's all ego.
    I would be ok with the hatch if the killer had a similar mechanic.
    If he plays bad, everyone is about to escape but the entity prevents the last survivor from leaving and gives the killer 7000 points for hooking that guy.
    Sounds fair, doesn't it?
    No, this has been suggested before it's not fair. It's not even comparable. So if the last two survivors were crossing through the exit at roughly the same time, the one a second late would just be auto sacrificed? How does that make sense? There would be zero reason for survivors to stick around and try to help a survivor that is hooked or being chased because if they do they risk being last out.. and if they're planning on escaping it would be 100% pointless to rescue someone on the hook cause one of them would be guaranteed to be auto sacrificed.

    I don't think you fully understand why the hatch exists. If it didn't then the last 1 or 2 survivors would have no hope of escaping in games where the first 2 or 3 were killed before 3 or 4 generators were completed. Remove the hatch or make it too difficult to get for the survivors and all you're going to get is a lot more disconnects and the killers will end up 1. Missing out on a bunch of BP, 2. Have a ton of completely unsatisfying "wins," 3. Have a much harder time acquiring trophies with killers that involve killing or sacrificing all 4 survivors. The hope of the hatch is what keeps survivors playing when they're getting destroyed by the killer due to that killer being awesome or their teammates being inept.

    Left Behind is a joke of a perk and in 95% of matches would end up being entirely useless. That's like telling a killer to always equip Franklin's or Lightborn even when the survivors don't have any flashlights or other items because they might get one in a chest, even though there's like a 90% chance they're just gonna get some crappy brown item.
    So split second difference between 2 survivors leaving is nonsense but a magical exit opening is ok.

    If there was no hatch, more people would equip left behind. It would be a endgame strategy like adrenaline.

    Of course if you hand out free escapes, no one ever tries to use that perk.

    And being the last survivor with gens to do actually feels like a horror game. Not like NASCAR. But that's a bad thing, right?
    1. Yes, for reasons I've stated. Not sure why you say magical, everything about this game is magical. In case you didn't know, using a chainsaw does not propel you forward at ridiculous speeds.
    2. End game builds are pointless for survivors because there's no guarantee you'll even make it to the end game. Adrenaline is incredibly useful in several ways. It can pay off big time so it's worth the times you don't get to use it. With Left Behind, generators still take a decent chunk of time and if you're the last survivor then all the killer is doing is patrolling gens. If you have more than one gen left then the likelihood of you being able to avoid the killer and do them is close to zero. And even if you do, random generation could put the exit gates very close together or within view of one vantage point.

    I'm just gonna stop there because it's frustrating debating with you when you're saying nonsensical things. Especially when the points you're making are not even actually countering the things I've said.
    I proposed a solution for the hatch at the very beginning. 
    Right now the hatch is poorly implemented and a free win. Often undeserved. I had tons of matches where the last survivor escaped through the hatch and had 9-10.000 bloodpoints at the end screen. He didn't participate in the match, didn't repair or distract or unhook. He only waited in the locker for the best part of the match. But he deserves a free win, because he's the last one.

    Here's my comment from the first page.

    Tsulan said:

    @Vietfox said:

    @Tsulan said:
    Just remove the hatch.
    It just rewards failure.
    I've posted several times a fairer way to finish the match and keep it interesting until the end.

    Mmmm no, doesn't reward failure. What about when you play solo and you get ######### ochido-wannabe teammates?

    That´s called bad luck. Can´t win every match.

    My proposal:
    1. remove the hatch
    2. gens can´t regress anymore, once there is only 1 survivor left
    3. 5 minute timer starts that only stops when the survivor is repairing a gen, being chased or in the terror radius of the killer. Timer is only visible to the survivor. Once the time is over, the survivor starts to scream like he does against the doctor. This repeats every 60 seconds and gets shorter the often it happens.
    4. OPTIONAL: survivor gets a gen repair speed bonus which stacks with Left Behind.


  • Vietfox
    Vietfox Member Posts: 3,823
    Orion said:

    @Rattman said:
    Why create some complicated solution for hatch standoff, its fine as is.

    Sure it is. /s
    Killer finds the hatch first - hatch standoff, where the Survivor has all the power.
    Survivor finds the hatch first - instant escape, where the Survivor has all the power.

    @NoxiousOnnyyxx said:
    Because it gives the survivors a chance. They have have nerfing the survivors and their perks so much. Soon it will be impossible to get away from the killer.

    Bullshit. It's only impossible to win a chase as Survivor if you willingly choose to lose the chase by looping.

    Dont ignore the rest of @Rattman 's sentence: "I mean, if you really, realy want 4k, just slug 3-d survivor and then use him as bait while searching for 4-th one."
  • Mc_Harty
    Mc_Harty Member Posts: 3,293

    People actually want the hatch deleted from the game?

    Jesus, just slug the 3rd guy if you're that thirsty.

    The only thing I want to change about the hatch is the standoff that occurs.

  • Khalednazari
    Khalednazari Member Posts: 1,433
    Hatch stand off has never been a deal for me. It's more of an egoistic issue rather than being a game issue.
  • Cheers
    Cheers Member Posts: 3,426
    Make NOED be effective when the hatch opens. Simple
  • Volfawott
    Volfawott Member Posts: 3,893
    fcc2014 said:
    Tsulan said:
    Just remove the hatch.
    It just rewards failure.
    I've posted several times a fairer way to finish the match and keep it interesting until the end.
    Killer bias a bit.....??? Remove NOED also they should be dead before it geta that point correct??? How about every end game perk??? Failure right?!?!
    There's a difference between a perk and a mechanic.

     No one escapes Death takes up a perk slot and can be completely avoided before the last generator has even been popped and you have no way of knowing until at the last generator gets popped.

    There is no perk that you need to put on to make hatch spawn. Unless your teammates are absolutely braindead there is no way you should at least not have to gens done by the time there's only one survivor left.
  • Dwight_Fairfield
    Dwight_Fairfield Member Posts: 7,048
    The hatch is fine as its is. If a killer wants a 45 minute stand off then let them. Their choice. Nobody is forcing the survivor to endure it either.
  • Autoliny
    Autoliny Member Posts: 76

    @Bravo0413 said:
    The devs are attempting to fix the games end game before they do anything with the hatch... As of now a lot of killers know that if all 4 survivors are still alive and gens get done there is no point in playing anymore unless you have NOED (this is an example of applying a band aid to something that's just poorly designed)... they need to give something more for survivors too do.. they can't just buff the killer because (yes this makes life better for the killer and maybe if it were an end game only thing it would work) that would only make the survivors more boring IMO... we need to look at the survivor side ---- hold 1 button tap another it's extremely boring and unless you're the one getting chased there is only one thing for you to do... the match is completely in your hands as long as you do the objective the match can end in 4mins if you want (this is again just poor design on the devs part the only way this should ever happen in a game is if the players have been playing the game like it's their job but that is not the case here I was playing with people that just got the game on PS4 this past month and we were getting the gens done and match ending in 5-6 mins it's poor design all around including the damn ranking system running into killers at rank damn 8 and they don't know to break the shack pallet really?) so overall the devs need to give some other objective to freshen up their side of the game and in return it freshens up the killer side as well and it also nerfs SWF as well (not much but anything would do)

    IMO I would like to make the objective the survivors responsibility of finding tools (tool kit), a blue print (only 1 spawns on each map...... maybe make an offering to spawn more?) to fix generators this gives each survivor 2 objectives to complete (Note if one survivor finds the blue lets make use of the gestures.. the survivor who has found the print can point the gen with a survivor who hasn't found the print yet close to them and give the survivor the knowledge of how to repair the gen) nothing fancy or complex but fun and it "slows the game down a little bit".... for hatch I would like to see the devs implement a map that spawns somewhere (the main landmarks, shack, cowshed, the pantry, the boats etc....) that reveals the hatch location (hatch does not spawn until survivor finds the map).... this removes the whole hatch closing because if the survivor finds both that map and the hatch (no aura revealed for the survivor.... maybe) the survivor deserves the win) ...... after the survivor finds the map the killer gets some sort of sound.... different from the regular explosion that the hatch has spawned and they can start looking for the hatch...

    They did that already, it's called F13, go see how well it's going, once the Gens are complete survivors have won. Your entire statements isn't wrong, survivors do need more things to do, and before the Emblem System they had that, you did other things to Pip. Once the System was implemented the Devs indirectly Nerfed Gens, survivors have no reason not to rush gens as that is part of the Pip mechanic, never mind the Sabo, Chest or totems, Gens are what matter.

  • lyric
    lyric Member Posts: 611
    Tsulan said:

    @Master said:

    @Tsulan said:

    @Master said:

    @Vietfox said:
    Hatch is fine. If survivors had to go through those skill checks the standoffs would last longer because killer wouldn't leave it.
    Yes, a survivor could repair gens instead, but that would reveal their location, making it an almost guaranteed kill.

    Hatch isnt fine, thats why devs attempted to change it.
    I am just curious what they come up with next since the first idea got prevented by too much crying :wink:

    Maybe chance the hatch in a way that it doesn´t guarantee 7000 BP but instead gives a 25% chance to get those points. The other 75% could result in a horrible death and even cost the survivor points.

    Haha nice one, maybe I would give the hatch to the last DS guy then :wink:

    It should be a gamble. Risk vs Reward. Devs love risk vs reward (at least for killer perks)

    What if there were two hatches? one was the death hatch and the other was the real one , I actually like the death hatch idea
  • Autoliny
    Autoliny Member Posts: 76

    @fcc2014 said:

    @Baphomett said:
    fcc2014 said:


    M2Fream said:


    fcc2014 said:


    Orion said:

    @fcc2014 said:

    Killer bias a bit.....??? Remove NOED also they should be dead before it geta that point correct??? How about every end game perk??? Failure right?!?!

    NOED can be disabled before it activates at any point during the trial. Once 2 generators have been repaired, even if the Killer finds and kills all the remaining Survivors one by one, they can no longer prevent the hatch from activating.

    As for end-game perks, unless you're suggesting that the hatch is an end-game perk, I don't see the comparison. Maybe it should be a perk. Hatch won't open on its own unless the last remaining Survivor has Sole Survivor equipped.

    The other killer bias player ladies and gentlemen.

    Yeah but atleast he made a point about Noed. Your point is about at sharp as a bowling ball.

    Lol wow you are brilliant.

    Ignoring the unwarranted insult, his/her underlying point stands.  Labelling someone as "them" vs "us" isn't an argument.  Stop trolling.

    Maybe i think they are maybe you are too? He called it a failure that is what NOED is also. It rewards failure.

    Yeah and survivors don't have those like DS, Adrenaline, all Exhaustion perks, SC and insta heals.
    ohh and NOED doesn't reward failure, it punishes ignorance, if you're a little gen ######### and ignoring everything else, then you deserve it :)
    Funny how you show your Bias towards survivor by calling out people for being Bias towards killer?

  • AlexisFox
    AlexisFox Member Posts: 127

    @lyric said:

    What if there were two hatches? one was the death hatch and the other was the real one , I actually like the death hatch idea

    So something like both hatches appear completely identical but when you try to hop into the wrong one the entity's claws rise up out of it and drag you down into it with a gruesome crunching squish sound and some blood spray? I'd be good with that, but I think you should get half the bloodpoints you would have gotten for getting the right hatch since it's RNG killing you and not the killer.

  • Autoliny
    Autoliny Member Posts: 76

    @fcc2014 said:

    @Brady said:

    @Tsulan said:
    Just remove the hatch.
    It just rewards failure.
    I've posted several times a fairer way to finish the match and keep it interesting until the end.

    What happens then when you were never hooked, all your teammates died...

    In that circumstance, why should I be punished for the rest of the survivors practicing bad gameplay? It's not my fault they died.

    Or how about 2 or 3 dc because that never happens but hey that is a failure right?

    So you think that in this game 2 survivors should be able to beat the killer? it's not his fault of the DC's and he'll not pip more than likely, but you still can, so you get your win and he doesn't?

    If the hatch goes survivors have nobody to blame but themselves, hatch standoffs shouldn't be a thing, killers are powerless to stop them, it's this thing that is the issue.

    As I said in my post, it should only be spawned once it's needed, so many games as killer and survivor have seem people camping the hatch, this is unfair for the killer and the person on the hook.

  • Tsulan
    Tsulan Member Posts: 15,095

    @lyric said:
    Tsulan said:

    @Master said:

    @Tsulan said:

    @Master said:

    @Vietfox said:

    Hatch is fine. If survivors had to go through those skill checks the standoffs would last longer because killer wouldn't leave it.

    Yes, a survivor could repair gens instead, but that would reveal their location, making it an almost guaranteed kill.

    Hatch isnt fine, thats why devs attempted to change it.

    I am just curious what they come up with next since the first idea got prevented by too much crying :wink:

    Maybe chance the hatch in a way that it doesn´t guarantee 7000 BP but instead gives a 25% chance to get those points. The other 75% could result in a horrible death and even cost the survivor points.

    Haha nice one, maybe I would give the hatch to the last DS guy then :wink:

    It should be a gamble. Risk vs Reward. Devs love risk vs reward (at least for killer perks)

    What if there were two hatches? one was the death hatch and the other was the real one , I actually like the death hatch idea

    Mhh that could work.

  • lyric
    lyric Member Posts: 611
    NuriFox said:

    @lyric said:

    What if there were two hatches? one was the death hatch and the other was the real one , I actually like the death hatch idea

    So something like both hatches appear completely identical but when you try to hop into the wrong one the entity's claws rise up out of it and drag you down into it with a gruesome crunching squish sound and some blood spray? I'd be good with that, but I think you should get half the bloodpoints you would have gotten for getting the right hatch since it's RNG killing you and not the killer.

    Yep two identical hatches , and you could even make a ultra rare map add on that showed you the correct hatch to give maps a little more play as well, and the killer should be able to know which hatch is the death hatch  , it can be used as a mind game by him camping the death hatch on purpose to get you to go for it and pretend you “beat him” to the hatch or he could be camping your only way out.
  • Bravo0413
    Bravo0413 Member Posts: 3,647
    Autoliny said:

    @Bravo0413 said:
    The devs are attempting to fix the games end game before they do anything with the hatch... As of now a lot of killers know that if all 4 survivors are still alive and gens get done there is no point in playing anymore unless you have NOED (this is an example of applying a band aid to something that's just poorly designed)... they need to give something more for survivors too do.. they can't just buff the killer because (yes this makes life better for the killer and maybe if it were an end game only thing it would work) that would only make the survivors more boring IMO... we need to look at the survivor side ---- hold 1 button tap another it's extremely boring and unless you're the one getting chased there is only one thing for you to do... the match is completely in your hands as long as you do the objective the match can end in 4mins if you want (this is again just poor design on the devs part the only way this should ever happen in a game is if the players have been playing the game like it's their job but that is not the case here I was playing with people that just got the game on PS4 this past month and we were getting the gens done and match ending in 5-6 mins it's poor design all around including the damn ranking system running into killers at rank damn 8 and they don't know to break the shack pallet really?) so overall the devs need to give some other objective to freshen up their side of the game and in return it freshens up the killer side as well and it also nerfs SWF as well (not much but anything would do)

    IMO I would like to make the objective the survivors responsibility of finding tools (tool kit), a blue print (only 1 spawns on each map...... maybe make an offering to spawn more?) to fix generators this gives each survivor 2 objectives to complete (Note if one survivor finds the blue lets make use of the gestures.. the survivor who has found the print can point the gen with a survivor who hasn't found the print yet close to them and give the survivor the knowledge of how to repair the gen) nothing fancy or complex but fun and it "slows the game down a little bit".... for hatch I would like to see the devs implement a map that spawns somewhere (the main landmarks, shack, cowshed, the pantry, the boats etc....) that reveals the hatch location (hatch does not spawn until survivor finds the map).... this removes the whole hatch closing because if the survivor finds both that map and the hatch (no aura revealed for the survivor.... maybe) the survivor deserves the win) ...... after the survivor finds the map the killer gets some sort of sound.... different from the regular explosion that the hatch has spawned and they can start looking for the hatch...

    They did that already, it's called F13, go see how well it's going, once the Gens are complete survivors have won. Your entire statements isn't wrong, survivors do need more things to do, and before the Emblem System they had that, you did other things to Pip. Once the System was implemented the Devs indirectly Nerfed Gens, survivors have no reason not to rush gens as that is part of the Pip mechanic, never mind the Sabo, Chest or totems, Gens are what matter.

    Nothing in my idea even resembles F13... if so please explain.. I'm happy we can agree that survivors need more to do but if you dont agree on these type of objectives because it compares to another game how can the devs implement other objectives then? ... you mean buffed gens for survivors because the gens get completed faster... nerf would be take longer... and please explain what your idea is to give the survivor side another objective..
  • Autoliny
    Autoliny Member Posts: 76

    @Bravo0413 said:
    Autoliny said:

    @Bravo0413 said:

    The devs are attempting to fix the games end game before they do anything with the hatch... As of now a lot of killers know that if all 4 survivors are still alive and gens get done there is no point in playing anymore unless you have NOED (this is an example of applying a band aid to something that's just poorly designed)... they need to give something more for survivors too do.. they can't just buff the killer because (yes this makes life better for the killer and maybe if it were an end game only thing it would work) that would only make the survivors more boring IMO... we need to look at the survivor side ---- hold 1 button tap another it's extremely boring and unless you're the one getting chased there is only one thing for you to do... the match is completely in your hands as long as you do the objective the match can end in 4mins if you want (this is again just poor design on the devs part the only way this should ever happen in a game is if the players have been playing the game like it's their job but that is not the case here I was playing with people that just got the game on PS4 this past month and we were getting the gens done and match ending in 5-6 mins it's poor design all around including the damn ranking system running into killers at rank damn 8 and they don't know to break the shack pallet really?) so overall the devs need to give some other objective to freshen up their side of the game and in return it freshens up the killer side as well and it also nerfs SWF as well (not much but anything would do)

    IMO I would like to make the objective the survivors responsibility of finding tools (tool kit), a blue print (only 1 spawns on each map...... maybe make an offering to spawn more?) to fix generators this gives each survivor 2 objectives to complete (Note if one survivor finds the blue lets make use of the gestures.. the survivor who has found the print can point the gen with a survivor who hasn't found the print yet close to them and give the survivor the knowledge of how to repair the gen) nothing fancy or complex but fun and it "slows the game down a little bit".... for hatch I would like to see the devs implement a map that spawns somewhere (the main landmarks, shack, cowshed, the pantry, the boats etc....) that reveals the hatch location (hatch does not spawn until survivor finds the map).... this removes the whole hatch closing because if the survivor finds both that map and the hatch (no aura revealed for the survivor.... maybe) the survivor deserves the win) ...... after the survivor finds the map the killer gets some sort of sound.... different from the regular explosion that the hatch has spawned and they can start looking for the hatch...

    They did that already, it's called F13, go see how well it's going, once the Gens are complete survivors have won. Your entire statements isn't wrong, survivors do need more things to do, and before the Emblem System they had that, you did other things to Pip. Once the System was implemented the Devs indirectly Nerfed Gens, survivors have no reason not to rush gens as that is part of the Pip mechanic, never mind the Sabo, Chest or totems, Gens are what matter.

    Nothing in my idea even resembles F13... if so please explain.. I'm happy we can agree that survivors need more to do but if you dont agree on these type of objectives because it compares to another game how can the devs implement other objectives then? ... you mean buffed gens for survivors because the gens get completed faster... nerf would be take longer... and please explain what your idea is to give the survivor side another objective..

    Well they Nerfed Gens in terms for the killer, but regardless of that. Playing hide and seek for items parts is boring, all you'd get is an Insidious LF wait by what's needed, unless the killer has to have no Idea of where the items are.
    Gen speeds are not a factor, I would love to play old style Sabo, but they tried destroying Sabo with Hangmans Trick, all because of crying kids that can't understand when a survivor is on the hook (Sabo) then they're not on a Gen and the fact that it offers nothing is unrewarding.

    I don't know what they could do tbh

  • Michiko
    Michiko Member Posts: 623
    Just bring a board game for you and the survivor to play, kills time ❤️
  • Senor_Robot
    Senor_Robot Member Posts: 5

    The hatch is fine. You don't need to kill everyone to pip. If you're depipping while getting 2-3 kills you need to stop face camping (be honest with yourself here, the only way this happens is if you don't do ######### in the other categories, and time spent camping is time taken away from chasing or wrecking gens). If you care about 4 kills so much then work for it. Eh you can run some of the stronger perks too, but imo they're crutches. If you hate the hatch that much, then kill 3 of them before the gen counter reaches 3.