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Change late game

Marvel
Marvel Member Posts: 149

We need some changes asap. It's so frustrating to play killer when the game is actually over. It wastes minutes to chase every survivor out of the game and if you don't do it they vault over pallets 10 times so you go there. How is this still a thing?! FIX IT!

Comments

  • George_Soros
    George_Soros Member Posts: 2,270

    I'd really want a BP or emblem (rather BP) reward for the first one out, and somewhat less for the second one.
    Sometimes they just wait to see if there's anyone who needs help, but sometimes they just waste the killer's time for that +200 BP for Escaped event, which is annoying.

  • Marvel
    Marvel Member Posts: 149
    edited October 2018

    No it's 90% of the time to tea bag and have some fun because the game was over so fast. I can understand if they stay in if someone is on the hook or they don't know where the other survivor is. But if all remaining survivors gather around the gate and try to hide behind walls or brushes just to waste the killers time, I don't think that's the way it should be. They should just add a option to close out games faster. The entity cuts the power and closes the gate after 1 minute if survivors don't take their chance to leave - it's simple and fast.

  • Utna
    Utna Member Posts: 186

    Totally agree here. I believe the problem comes from the bloodpoint mechanics. The fact is being hit one last time by the killer give them more points than just leaving the game. Of course, it makes no sense in the setting of a chase/escape game.

    If I could make these changes, I would remove completely the 2K BP bonus from the hatch escape, because it should be a last chance exit (for the last survivor) and then souldn't be rewarded more than the 5K for surviving. Instead there would be a reward bonus of 4K for the first player to escaped from the gates ... the second survivor would get +3K, and so on until the last guy would just have the "survived" 5K points.

  • Marvel
    Marvel Member Posts: 149

    @Utna said:
    Totally agree here. I believe the problem comes from the bloodpoint mechanics. The fact is being hit one last time by the killer give them more points than just leaving the game. Of course, it makes no sense in the setting of a chase/escape game.

    If I could make these changes, I would remove completely the 2K BP bonus from the hatch escape, because it should be a last chance exit (for the last survivor) and then souldn't be rewarded more than the 5K for surviving. Instead there would be a reward bonus of 4K for the first player to escaped from the gates ... the second survivor would get +3K, and so on until the last guy would just have the "survived" 5K points.

    That's correct. Increasing the chase duration for a "Escape" reward could help. You merely look at a survivor and the chase starts, once he/she runs around the corner the chase is already over and they get +250 "Escape" points. That's how survivors gain extra points for simply running out the gate. Increase threshold to at least 5 seconds and reward them with 350 for winning the chase.

    Adding a bonus to the one who escapes first sounds nice but might discourage players from being altruistic after the gates are open. It is a good idea though!

  • Utna
    Utna Member Posts: 186
    edited October 2018

    @Marvel said:
    Adding a bonus to the one who escapes first sounds nice but might discourage players from being altruistic after the gates are open.

    Also I'm thinking : "Why rewarding altruism so much ?" The very word definition (altruism) is about helping someone without waiting anything in return. Besides semantics, saving people from hooks and healing them is actually much more than a way to farm BP during a game. For a survivor, not letting people die, is the only way to have a decent chance to survive ... we all know how games are much easier (for killers) when someone disconnects just after being down for the first time.

    All in all, acting altruistic is a reward in itself since it gives more chances to escape later ... that's why I would focus more on rewarding escape points. But I guess knew players should learn how and why they need to help their teamates ... so the sollution might be to have different blood point rewards depending on the player's rank.

    • For begginers : not emphasing much on survival (because learning to die/loose sometimes might take a little while) and focus on blood points earnd from team play.
    • For veterans : let's have a real brutal horror movie exeperience, where people fend for themselves (in theory) and even sandbag when they need to. Anyway, they'll know how to cooperate when necessary.