Earning the hatch + a little QoL
So @Kyledbd had an interesting idea for a small change to the hatch. That idea was basically to only allow players to get hatch if they earned it by not hiding around doing nothing all game.
Original thread - https://forum.deadbydaylight.com/en/discussion/comment/2043735#Comment_2043735
Allowing any survivor to get the hatch to open (if everyone dies) by progressing the game a little bit
I have come up with my own idea of doing this. I thought about it for a little while and I think it is a good idea that could be implemented that would not change too much. It would solve the problem of players being immersed just to get the hatch because they are too scared to do anything.
The idea is to only allow hatch to open for the last survivor IF they have done a minimum requirement of progressing the game. The minimum of what they need to do can be up for a little debate. I say that players need to work on about half a gen for it to open. There should be some sort of ping sound for this that can be heard by each survivor individually that lets them know that if hatch spawns, they can escape through it.
If the survivor didn't do anything, then the hatch will simply not spawn if they are the last survivor and if it does and the survivor who did nothing all game can't use a key on it because the entity will sink the hatch into the ground and disappear. (a small animation could work with this).
It would be a very gentle way of encouraging players who stealth around the map way too much to progress the match without being too lenient or too much. Not all players who stealth around the map all game are trolls with keys, they are mostly just noobs who are still learning, so there is no need to be harsh with this idea.
Let me know what you think, or come up with your own ideas.
The QoL change would be to let everyone know when hatch has spawned on the map just like in DBD mobile