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Can Camping a Three Gen and not chasing anyone ever count as holding the game hostage?
I decided to try a Three Gen defense build on Doctor, and it honestly felt like the game would never end if I just kept camping on three of them with my perks, addons, and power. I did eventually just commit to a chase and the rest of the game ended normally, but for a good amount of time I was just focusing on static blasting and Overcharging the last three generators, and I wonder if that could be bannable under holding the game hostage, similar to how survivors hiding for 20 minutes without doing objectives is (from what I've heard).
Comments
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Me personally I don't consider it keeping the game hostage. If they complete 3 gens on one side instead of zig zagging then it's on them.
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In fairness I did immediately identify the three gen at the start, and was kind of holding the location for the whole match (chasing and hooking nearby, ignoring the other side of the map).
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No because both sides are still able to progress the game. Survivors can still do those gens it's just far more dangerous to do so and you can still decide to chase and down Survivors outside of the 3 gen.
I've just given up quite a few times and let Survivors do the gen because it got so tedious and boring I just wanted it to end. I do it often as long as I don't need the 4k for some reason or the survivors were been jerks.
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If memory serves me correctly, I think a Forum Moderator confirmed if you excessively camp a 3-gen and don’t attempt to down a survivor, it could be counted as holding the game hostage. I’m too lazy to look up the quote tho, but I think it’s for an extended period such as 30 minutes.
Im of the opinion that no match should last longer than 20 minutes. Devs should just make it to where the end game collapse starts at the 20 minute mark, irregardless of how many gens are done. This would solve the problem of excessively holding the game hostage for both sides and hackers holding everyone hostage (as long as it’s done on the server side).
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I do not believe it counts, since you can win in a 3-gen situation, just things progress insanely slow, but since the survivors can still progress the objective, I think it is fine.
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Holding the game hostage is making it so a win is not possible. Examples included bodyblocking the last survivor in a niche where they cant get out or keeping someone in the basement (old Myers house).
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Honestly I'm not sure how long I dragged the match out. I feel like I've had longer matches before, but I don't want to be too confident about that given the nature of the situation.
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No since there are situations in which is it fine to do.
You can bodyblock someone in a room, if EGC was already started, it is fine, but if EGC has not started then it is seen as taking the game hostage (according to Mandy ~ https://forum.deadbydaylight.com/en/discussion/309734/is-this-taking-the-game-hostage ).
It is entirely based on rather the survivor can do their objective or not. If you bodyblock someone to prevent them from doing generators then it is against the rules, but during end-game, survivors have no objective other than escaping, therefore it seen as fair game to bodyblock.
3-gen situations still allow survivors to progress the objective, the issue is that it becomes a war of attrition for both sides.
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That's the thing though, I'm not sure if they could have won if I didn't commit to chasing. What with all the static blasts and gen kicking and Surveillance usage, it really felt like a stalemate. Though maybe it didn't last long enough for me to be sure about that?
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It doesn't last until the end of the universe, so it isn't considered holding hostage.
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That's not a bad idea, but at the same time, that'd be a huge buff to stealth playstyles, because now corner crouching is a valid strategy for everyone to escape together. I think you'd see a lot more serial hiders if the gates would eventually get powered even if nobody does gens, and the result is that games would actually become longer.
All that said, I also wish there was a way to prevent total stall strategies like this, because yeah, "I won't chase anyone" style 3-genning on a stall killer like Doc, Pinhead, or Legion is an absolute nightmare.
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It can yes
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If the survivors let a 3 gen come into being that's their fault. If the survivors can't stack up on gens enough because nobody is willing to go down then that's also their fault. It's only holding the game hostage if you refuse to down a survivor even if they're in the 3 gen area but you won't let them do gens.
That's really hard to accomplish. If one survivor is left, the hatch opens. If there are two survivors only one can be bodyblocked. If one is bleeding out, that is furthering the objective as the survivor will bleed out and the game will end.
The only way I think a Killer could realistically do it would be to have one survivor left, bodyblock them without EGC starting, and just AFK. That would 100% be bannable but just holding a 3 gen? No. If you chase too far, you lose and you're holding put trying to get a down. It's boring overall but it is progressing the game.
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Ah, yes, I found the comment you refer to I think. Well I did start chases as part of the gen defense, but I didn't really commit for a while, since I felt like if I did, it would take too long and the gen would get done. Like one time I just hit them and dropped chase, another time I just dropped chase immediately as I saw they had Sprintburst and an area in which I didn't think I could catch them quick enough.
Eventually I felt like it was really just a stalemate, so I gave up and just went for a 2 kill. I'm still worried that maybe it went on longer than I realized.
Post edited by ASusSheep on2 -
Honestly I'm not sure how long it went on. Part of me feels like it wasn't too much longer than 10 minutes(which is the xp/time cap iirc), if it was even more than that at all, but I'm worried that it was longer than I realized. The reason I'm unsure is because many times I've had matches that felt really long but then it ends up not even reaching the 600xp cap to my surprise.
If I knew for sure that I had held the game hostage, I'd 100% report myself in good faith. But I don't know what to do now since I don't have any concrete record of the match.
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You said you didn't chase, not that you didn't attempt to down them. Surely by defending the gens you had to approach gens they were working on. Why would you commit to a chase that's taking you away from your 3 gen?
If they're playing overly cautious and just running away from gens the moment your terror radius touches them, trying to bait you into a chase to the other side of the map as if they think you have the intellect of a chihuahua, then it's kinda on them if they don't get them repaired.
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I feel like these rules are a bit weird and incomplete. Like, for example, If a survivor gets pinned in a corner by other survivors and the killer let them do that, it's taking the game hostage. But if the same thing happens in the end game, it's fine because the game will eventually end, which rubs me the wrong way because... is it not bannable, then? That player can't do anything to prevent that. They could easily get cornered trying to cleanse, say, a NOED, so it's not just a matter of "Well, don't stand in corners."
In the 3-gen situation, if the killer just defends and does nothing to progress the game, the killer can potentially get banned, but if the response to this was the survivors staying away and not even trying to do the gens until the killer moves, who's the one getting banned? It's easy to point fingers at both sides, but the thing is, both teams are trying to prevent a loss. Both teams are, funnily enough, doing their best to win, or at least, to lose the least.
This is kinda why I dislike the whole 3-gen being an actual thing. In some situations, it feels like the only option is for survivors to just throw themselves at the killer's arms. It's okay if ending the game is just "a bit more difficult" if survivors do things wrong, but there's situations that are downright impossible to end, especially when the killer can just sit there from the beginning and force such a situation.
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If you are 3 gen guarding and then only commiting on a chase you can end quickly that is totally fine.
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(Deleted. Meant to be a reply to another comment)
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Well it wasn't just about ending it quickly. Like at one point, I started chasing a Steve and I hit him, but I was scared that even if I downed him in the next 5-10 seconds or so, which I think I could have iirc, I would end up losing the gen. So I dropped chase to go back and defend them.
And when I finally committed to the chase it was more of me just accepting that it was a stalemate, and wanting to just get it over with. That is to say, I didn't chase thinking I could down them and have time to camp the gens afterwards, I chased knowing that it likely meant losing the gen and getting a tie at best.
Sorry if I'm rambling, I just want to make sure I describe the events accurately.
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I've run into it quite a few times post-6.1 because of how much the devs overtuned CoB/Overcharge/Eruption. It's easy to say "just break the 3 gen early" and kind of a different can of worms when the killer loads in with the sole purpose of kicking 3 gens in a tight area. And normally you'd be able to break the 3 gen, but the killer completely stalls it if they get a down in a remotely reasonable amount of time due to Eruption. I've had games push past the 30 minute mark in solo queue because the killer straight up won't commit to anyone outside of that 3 gen for the entire match. It's technically not a hostage situation if we're being obtuse enough, but killers also shouldn't be capable of the current level of game stall.
You'd better be cutting me a check or giving me a rank of some kind if it's expected that I'm going to sit and sweat through 30 minute slogs like that.
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No. You're not holding the game hostage if you're doing your objective
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Well it's not really fair to say I attempted to down them either. Most of the time I would go up to the generator to kick it, and the survivors on it would run off, but I would just ignore them to go patrol the other gens, or stay nearby to use my perks and abilities (Static Blast, Overcharge, Unnerving Presence, Distressing, Surveillance) to shock them and make them miss skillchecks, and then go to kick it again after, which "chased" them off the gen, though I didn't actually engage in chase (go after them to try and hit or down them)
A few times I did start chases, but would drop pretty fast, at most only getting a single hit before quickly returning to patrol the generators. It's true that they were running away from the 3 gen, and one of them did seem like they might have been leaving too early (overly cautious as you said), though maybe that's understandable considering the generator was in a rather open area and my terror radius would have been bigger due to Distressing.
Either way I still worry that I was in the wrong.
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Depends how efficient the survivors are with the gens. If nobody is touching gens or dividing attention survivors can't make use of their advantage.
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"I feel like these rules are a bit weird and incomplete. Like, for example, If a survivor gets pinned in a corner by other survivors and the killer let them do that, it's taking the game hostage. But if the same thing happens in the end game, it's fine because the game will eventually end, which rubs me the wrong way because... is it not bannable, then? That player can't do anything to prevent that. They could easily get cornered trying to cleanse, say, a NOED, so it's not just a matter of "Well, don't stand in corners."
It's not so difficult, really: Will the game end eventually even when the blocking player does not move an inch (e.g. killer body blocking with EGC active, letting someone bleed out intentionally)? Thats fair game (although a killer body blocking a surv for the whole game and not caring for the others would still be griefing / not participating in normal gameplay and reportable, it's just not taking them hostage). If the game does not end on it's own, so the blocked player can only wait for mercy or DC, thats hostage taking (body blocking when EGC is not active). It still needs to be for some time, so a killer blocking you for a minute or so and then stepping out of the way / hitting, thats not reportable.
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Its still a mystery to me why the game still doesn't have a simple 15/20 minute time limit upon which it ends in a draw, forcibly quits and awards a certain amount of BP for everyone.
Nobody should really care about such long matches in a game where rounds are usually 5-10 minutes. Those long games will most probably not award adapt or double pip anyway at that point and/or aren't worth the frustration, for neither side.
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This could be a neat way to implement their new mori system, instead of what we got in the PTB.
After ~20 the game goes into some kind of 'sudden death' mode. You get ~4 minutes, the first survivor to go down is instantly Mori'd, everyone else who isn't down/hooked escapes. If no one is downed by the end of those ~4 minutes then it ends with a null state, like 4 hatch escapes or something.
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No, because you can let the killer kill you and end the match if you are bored of trying to repair.
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I know the scenario you describe, and it is partly on them too. They're playing too cautiously, and so they're not making any ground because of it.
If they took the risks and held onto the gens a bit longer, then they'd force a chase closer to the 3 gen. They were just too scared of going down in the 3 gen and getting camped. But the thing is, while one of them is getting chased, injured, downed, and then hooked, the others can still repair gens, even if it's 10 meters away from the chase that's going on.
I've repaired gens right under the killers nose before, because they think they're still pressuring their gens by forcing a chase right next to it.
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Yes but chasing survivors away trying to down them but going back so they don't get dragged away from the 3 gens isn't it's the absolute not moving to down is the issue and that's what banable
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Deleted for convenience due to technical difficulties with editing a reply.
Post edited by ASusSheep on0 -
Second reply since my first one got deleted when I tried to edit it
I get what you're saying, and it makes a lot of sense, but I don't know if it could have worked for them with the Doctor build I had. For instance, Surveillance made it impossible for them to touch a gen without me noticing and going back to defend it. And with Distressing, I think I might have been able to Static Blast all three gens at once maybe. I also had the brown and yellow cooldown addons for my Static Blast. Even if they forced a chase closer, I think it would have still been pretty easy for me to defend the gens at the same time. I don't know how I would have handled a closer chase (commit or not commit), but I imagine even if I got a down, I just had to slug briefly to stall and they probably wouldn't get the gen done.
For context, this all happened on Torment Creek, and the three generators were all pretty much in the open, though one was near shack and the other near main building(the Silo). Those areas were pretty much all they had to work with, so in hindsight I think they didn't really have a choice but to run away from the three gen towards those areas and other stronger ones. The areas around the middle of the three gen territory weren't that great either iirc, with few walls and already broken pallets.
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The game should go to EGC at 20 minutes anyways to prevent any kind of "hostage" situation. Plus a match shouldn't be lasting that long to begin with.
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They still had plenty they could do as long as you were actively trying to down them when possible. If you shock them to get them to madness 3 to prevent gens, and they didnt run away but started snapping out right next to the gen, you would have to close in to chase them away with more than just shocks. Doing so relieves pressure on other gens, which allows other survivors to then push those. Even with the perks you had stacked, there is still room for things to be done if your account is honest: They will be very slow, but depending on variables like number of survivors remaining they should still win the war of attrition as long as they are able to hit skill checks.
If they are unable to do so then they are dragging things on by refusing to accept defeat, like how if you are unwilling to secure downs when it does not sacrifice pressure you would be doing the same. There is an important skill coefficient in the scenario due to how the regression presented works, as it should entirely be possible for the survivors, but operating under the assumption that they are able to grain progress faster than they lose it. These types of scenarios are exactly why gen regression rates are as slow as they are, and a big part of why they nerfed overcharge up front when addressing the CoB synergy.
If I'm being honest the account sounds more like its from the survivor perspective than the killer's (so I admit to having some doubts specifically about the accuracy of the account, even with many details being admittedly conveyed and accounted for) but this would be where the nuance of duration would come into play regarding the answers the devs/mods have given concerning holding the game hostage: Defending a position and looking for an opening is both acceptable and strategic, but it has to be done in a way that progress is being attempted by either side. As long as that condition is met and the duration is acceptable, neither side is expected to purposely throw away their position for the sake of speeding up the game. In the event of an extended stalemate, if both sides are putting forth their best effort, it simply becomes a matter of neither side having the skill to continue, which is when it would theoretically start to turn into a hostage situation. The fact that you eventually broke the strategy to focus on survivors after a while is the correct thing to have done, with the duration of the scenario being the deciding factor on whether you did it in an acceptably timely manner or not.
If I'm being completely honest, my best advice would be to learn how to route survivor chases more effectively as doctor, learn how to capitalize on 3 gen scenarios more effectively, use loadouts that focus on this type of strategy less, or simply play other killers until you do any of the above. You do have the agency to not cause the situation, if nothing else.
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Ez rule of thumb: Is the game taking a billion years with either no downs or no gens being done? If yes, someone is likely holding the game hostage. Could be the Survivors, could be the Killer. Refer to video footage for judgment on a case by case basis.
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Ridiculous idea. The killer's job is to prevent the survivors from doing generators.
If a survivor immediately bolts from a gen as soon as the terror radius goes and runs to the house of pain, i have no obligation to chase that survivor. If anything, the survivors are holding the game hostage by not completing their objective.
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Hi, thank you so much for your comment, I found it really helpful and informative.
Honestly, I'm trying to be as unbiased towards myself as possible in my account to ensure fair judgement from everyone here, so if I sound like I was the survivor in this scenario then yeah that's probably why lol. Thanks for taking the time despite your doubts, it means a lot.
To clarify, there were three survivors remaining during the three gen. Most of the time there were two (Steve and Mikaela iirc) on the gen near Main Building Silo, and one on the opposite side gen near Shack. For the two near Main Building, I couldn't really identify their movement, as the cornfield made it really hard to see where they ran off to. But from what I did see, they would run off to Main Building as I approached, and run back to get on the gen as I left. I'm not sure where they were when snapping out of Madness 3 either, as I would immediately leave to patrol the other gens once they were in Madness 3.
I don't know if my actions were sufficient in terms of attempting to make progress. I did "hit-and-run" the Steve, but they had a boon (COH I presume, unfortunately I didn't stick around post match to check) and healed up. The second time chasing him, I stopped to kick it as I dropped chase, which I suppose counts as progress, in that I wanted to leave them more vulnerable. For the survivor at the gen next to Shack, she had Sprintburst, easy access to Shack, and a nearby area in which I did not think I could catch her in a timely manner, so I didn't really chase her at all.
So I hesitate to say I was "actively trying to down them", though I'm not sure where to draw the line between not trying to down them, and simply not having a good opportunity. Honestly I think it's fair to say that I was overly cautious/prioritizing the gen defense over chases. Like when I hit-and-run the Steve, I think I could have downed him quickly, but I left to go to the gens, worried that I would lose them if I committed to the down. Especially since the place I was chasing him was quite far from the gen near shack that I knew was probably being worked on iirc.
I don't think I held the three gen for an absurd hostage level amount of time before accepting the stalemate and ending it, but again with trying to be unbiased, I don't want to be too confident in my perception of the duration.
If it matters, this was pretty much my first attempt at a pure three gen strategy/build. I read about it and wanted to try it out, but I probably won't try it again just to be safe. Definitely will focus more on what you suggested with loadouts and strategies.
Post edited by ASusSheep on0 -
No worries, I always would rather be informative and helpful regardless of doubts, especially in case anyone else finds themselves in a similar situation and could benefit from the insight. Being willing to learn is always extremely beneficial from learning from past mistakes, after all. Stuff like the duration is a bit of a relative situation so there isn't really a specific amount of time or anything, I usually use scoring events to help keep it into perspective. If you have maxed all relative scoring events, maybe give yourself a few more attempts before breaking the strategy: afterall, at that point you've capped out all of the BP you can get from the scenario anyway, so something has to change in order to be able to continue. If for some reason you already capped at the early part of the strategy, give yourself some type of internal pomodoro timer: maybe something like 10 chase attempts before giving up. or set a kitchen timer or a stopwatch or something and use that to kinda keep track of how long it's actually been. Time perception can be very relative in this game, so unfortunately the acceptability metric tends to seem a bit arbitrary.
in the case of 3 survivors 3 gens, the burden of skill will be higher on the survivors than with 4, but it doesn't quite reach unrealistic yet. The rate of gen regression by default is 1/4th the speed of gen repairs, and the mini-pop at basekit only really offsets that at a rate that matches the actual kicking animation itself. Most of your value past that would have come from survivors missing the overcharge skill check, as even the time they took to break out would have been easily offset by the difference in progress potential. The reason "impossible skill check doctor" builds are both effective and hated is for that very reason: they put a much higher skill floor on the survivors attempting to counter the strategy, while having more room for mistakes to cascade regression to a similar pace to progression. Simply put, the more they mess up, the harder it hurts them. Thats exactly why the second half of the strategy is to try to use that efficiency limitation to assess when to secure downs, and then using slugging to push the others off before hooking the survivor in the middle of the 3 gen to try to secure the kill and/or force the efficiency cap that makes finishing the last gen impossible. Once that happens you have considerably more time and freedom to pursue of the survivors, and go for securing a 3k while having the potential to still get the 4th if they dont finish the gen fast enough.
I would recommend using other killers to learn how to effectively 3gen instead of doctor, if only to prevent the situation you were in. Plague tends to be a popular one due to how she can keep survivors injured consistently, while also using their cleansing attempts to create a snowball resource to capitalize on said pressure situations in a more interactive way. Part of the issue with 3 genning as doctor is that it forces inactivity due to how his power works, which is why it can be more oppressive compared to other killers, especially in the case of a stalemate. The nice thing about learning 3genning with more "fair" killers is that you also get a lot of insight on how to beat a 3 gen when playing as survivor. Its a lowest common denominator strat in the sense that any killer in the roster technically can 3 gen, so you can use any killer in the roster to learn the nuances of the strategy and then have them to apply later with the killer of your choice.
I think the biggest takeaway is that winning a 3 gen as killer generally requires more skill and planning than just the loadout and gen positions. Having one but not the other tends to just lead to stalemates like the one you experienced, and the skill of how to handle it (on either side, really) isn't some concrete thing, its a combination of understanding and predicting moves from your opponent, paired with maximizing your own efficiency when you can. If you're familiar with genres like MMOs, you could think of it like a "burst window" when you have the ability to injure or down a survivor without sacrificing your position. All of the holding things hostage stuff comes from taking too long and/or too many attempts to make your move, which is when you would be expected to consider abandoning the strategy. Try not to think too much about whether you have done something wrong or not, but more on how reasonable the situation started and became. Then just adjust your perspective from that and keep it in mind for future attempts.
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Wow, this is all really good advice and insight, thank you so much again!
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I think 20 minutes is too short survivors could try to hide that whole time and sometimes matches just last longer even they go normally. Something like 30-40 minutes could be more reasonable timelimit.
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I believe this is case specific as Madness 3 prevents Survivors from attempting generators at all.
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Yeah but a killer can choose to camp the 3 gen on one side of the map and never leave. it's not always the survivor's fault, it's a game design flaw at best. RNG plays a big factor in how close gens spawn together.
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I mean I don't think it should be bannable because the survivors put themselves in that situation. If you get bored of the killer not committing to you than you can simply give yourself up to them.
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I don't think it is.
I'm fairly certain the reply was pertaining to the use of Madness 3 to indefinitely stall the game, providing no option/opportunity to even attempt gens.
"...purely stalling the game by keeping everyone in Madness 3..."
"...used to grief instead of win..."
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This. I have thousands of hours and the amount of times I have had games go over 20 minutes can probably be counted on two hands.
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If they can't learn to work as a team to get the gens done, then no. As long as you're committed to going for them, if you can. If they aren't going near the gens though, or they come but then run away and you kick it, nope. Eventually one side will give. But if you're actively just kicking gens and not going for the survivors if they get within range, then yes. It's a gray line, because technically them not doing gens is considered holding the game hostage as well. So make sure you're at least trying to get them.
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I did start a few chases, but most of the time I just focused on kicking the gens. One of the survivors had Sprintburst, shack, and another nearby area that looked like it might be pretty strong, so I mostly just ignored her since I didn't think I could catch her efficiently at all. The other two who were focusing on the gen on the opposite side of the map(Torment Creek) had main building next to them, and it was also hard for me to see where they ran when I approached due to the cornfield, and I mostly ignored them as well, in favor of defending the gens. I did start a chase with one of them, but dropped after getting a hit because I figured I would lose the gens if I committed to the down.
I do think I over committed to the generators, but I'm not sure if it was reasonable strategy, poor sportsmanship, or perhaps a bit of both.
Post edited by ASusSheep on0 -
Nah, 20 minutes is fine. They could prevent hiding by revealing auras of anyone who hasn't done anything to progress the game(for at least 60 seconds) after 120 seconds. So, if during those two minutes, someone doesn't at least work on a gen or cleanse a totem or open a chest for a combined time of 60 seconds (could be 30 seconds in the first minute and 30 seconds in the second), their aura is revealed. Devs could play around with the times.
More than 20 minutes is just too long for a match. I'd rather let the entity kill me and get minimal points.
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I thought the killer's job was to kill survivors.
I don't really understand this thought process of "why would you ever commit to a chase from your eternal 3 gen and risk anything? That would be silly" immediately followed by "the survivors are holding the game hostage by not suiciding on the gens to try and finish them if the killer literally won't down them otherwise".
Like, holding an eternal 3-gen for 50 minutes is 'smart and effective play', but survivors not literally killing themselves to do some gen work and.. surviving is disgusting hostage taking.
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The killer's objective is to prevent the survivors from escaping, letting them do the generators while another survivor leads you to the killer shack is not going to help you do that.
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