That feeling when the hook suicide mechanic exists solely because of sandbaggers.
When the hook suicide mechanic wasn't available, BHVR found that since those players weren't willing to disconnect and get the penalty, they would actively sandbag the other survivors instead: Dropping every pallet, blowing up gens on purpose, trapping teammates in corners, bringing killer over to other survivors, etc. So BHVR decided the lesser evil was letting those players suicide on hook and thus remove themselves from the game in a way that doesn't incur the penalty for disconnecting.
And since it's unfortunately realistically impossible to accurately detect and punish sandbagging mid-game without false positives, the hook suicide mechanic exists so that would-be sandbaggers are more likely to just remove themselves from the match instead.
A literal entire game mechanic was created because some people are too immature to play normally. And since it doesn't even incur the queue ban or the loss of Bloodpoints for the match, for those ragequitters, it's essentially just a better version of disconnecting. And so people just non-stop suicide on hook left and right the second a match doesn't go the way they want.
Comments
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What exactly do you mean with "when the hook suicide mechanic wasn't available"? Am I somehow forgetting something or what, pretty sure it has always been a thing, as an effect of failed escape attempts. Like it's right there in footage of very early DBD.
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guy must be smoking something cause yeah its always been there.
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When was hook escape not a mechanic?
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I'm not talking about the ability to self-unhook at a risk of lowered timer on failed attempts. I'm talking about the ability to specifically die early. Previously, not pressing the button for struggle, currently, ignoring two struggle skillchecks in a row.
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I'm still confused though. Here's gameplay from 1 day after release, 15th of june 2016: https://youtu.be/acv7dBKFogk?t=353
Timestamped right where the player is on hook first stage, with the "attempt escape" prompt visible. And once they enter struggle, they... well, gotta struggle, button mash style. Surely if they stopped mashing they'd die? That's always how it worked while I've played the game at least (from early 2017)
And here's even earlier footage, from alpha testing: https://youtu.be/u2d91TliOys?t=938
Timestamped right as the player goes on the hook. They attempt escape twice, and then more or less instantly die as they don't mash struggle immediately - there isn't even a "warning period" during the hook stage transition animation, pretty much immediate sacrifice.
So unless there's something the devs tried out at some other stage of development or something they tried out during beta testing, I don't really see when there was ever not a way to die faster than intended on the hook, both in terms of escape attempts and choosing to not struggle.
EDIT: Also can't remember if the skillcheck struggle state was tested on a PTB without the ability to die early included, I'll be totally honest there. But while PTBs are handy the way people play is often quite far removed from the live game, people giving up/dcing if they don't get the new killer/map and all of that stuff.
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