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NOT BAIT - Hatch Standoff Solution IDEA.

I know this is a common thread around here - but this is a legitimate idea. Feel free to add, criticize, or lay down some feedback.

We all know that the Hatch was a solution for a simple problem at the time -

Picture this:
2 generators have been completed, your fellow survivors (I exclude the term "team" from this game) were insufficient and had all died. That leaves you, 1v1, against a Killer, with 3 generators to complete and an exit gate to open.

That is tremendous, and nearly impossible to do given if the killer isn't stupid. But, as a Killer, it leaves you with no option but to patrol generators in hopes of finding the Survivor.

The solution? The Hatch. The problem? The execution.

Idea

Once the last survivor dies, The Entity does the following:

  • Spawns in 4 objectives
  • The First one: A chest - similar to the existing ones, but with a factor that makes it distinguishable from the basic ones - that holds a leaver. This objective cannot be tampered with. The chest takes as long as the basic chests to open.
    -The second objectives are a machine in which utilizies the leaver - 3 of these spawn in throughout the map, and can be found in either the ground or against walls. Smaller than a generator. This can be altered in any way to see fit - but this is the general idea.

These 3 machines will work like the exit gates switches; and the leaver would work as a toolbox. Time to complete these are varied based upon balance - so I won't set a time.

These boxes can be tampered with by The Killer - and each time the killer tampers with them it adds X amount of time to complete.

These boxes are a Skillful Interaction, but PLEASE FOR THE LOVE OF GOD DO SOMETHING ELSE INSTEAD OF SKILL CHECKS. Button series, snake game, something else.

  • These boxes once completed cannot be interacted with again
  • Once all 3 boxes are complete at 100%, it will generate and open the hatch, along with the exit gates.

What would this idea solve?

The end game when it's a 1v1.

  • If the killer camps the gens; do the boxes
  • If the killer camps the boxes; do the gens.
  • If the killer camps the hatch; do the gates.
  • If the killer camps the gates; find the hatch

It would add alternatives and chances rather than the standard gen patrol/hatch standoff that would happen.

  • it'd call for more strategic gameplay. If one generator is 90% complete, but the Killer notices a box/machine complete, is the survivor going for the generators or the boxes?
  • More options than a hatch standoff - exit gates or hatch?
  • Since the hatch won't spawn unless these boxes or generators are completed, The Killer cannot camp the hatch prior. Same goes for the Survivor. The hatch has to be earned
  • Honestly, it would eliminate dull ass gameplay.

Comments

  • NMCKE
    NMCKE Member Posts: 8,243
    edited February 2019
    We should have a sanity system when there's a single survivor remaining just in case they decide not to do ANYTHING. Basically doing any action such as mending, collecting a lever, recovering from dying state, removing a RBT, and etc... Will keep you from going insane and giving yourself away.

    Time to increase in tier:

    -Insanity I => II: 2 minutes
    -Insanity II => III: 2 minutes

    Side effects:

    Insanity II: Causes your screen to be slightly blurry like the clown's gas but only 10% of it.

    Insanity III: Causes your screen to be slightly blurry like the clown's gas but only 25% of it and have your aura shown to the killer periodically.

    Edit: Whoops, I didn't finish this comment!
    Post edited by NMCKE on
  • Arsoul
    Arsoul Member Posts: 320

    Or... you know, let the survivor or killer just win and move on. Who really cares.

  • NuclearBurrito2
    NuclearBurrito2 Member Posts: 262

    @Arsoul said:
    Or... you know, let the survivor or killer just win and move on. Who really cares.

    Anyone who want's to win cares

  • Arsoul
    Arsoul Member Posts: 320

    @NuclearBurrito2 said:

    @Arsoul said:
    Or... you know, let the survivor or killer just win and move on. Who really cares.

    Anyone who want's to win cares

    Go do a gen then

  • NuclearBurrito2
    NuclearBurrito2 Member Posts: 262

    @Arsoul said:

    @NuclearBurrito2 said:

    @Arsoul said:
    Or... you know, let the survivor or killer just win and move on. Who really cares.

    Anyone who want's to win cares

    Go do a gen then

    I play killer mostly

  • NuclearBurrito2
    NuclearBurrito2 Member Posts: 262

    When I'm survivor I do gens if the Killer is on the hatch, otherwise I look for the hatch

  • Arsoul
    Arsoul Member Posts: 320

    @NuclearBurrito2 said:

    @Arsoul said:

    @NuclearBurrito2 said:

    @Arsoul said:
    Or... you know, let the survivor or killer just win and move on. Who really cares.

    Anyone who want's to win cares

    Go do a gen then

    I play killer mostly

    Slug the 3rd then
    There are solutions

  • NuclearBurrito2
    NuclearBurrito2 Member Posts: 262

    @Arsoul said:

    @NuclearBurrito2 said:

    @Arsoul said:

    @NuclearBurrito2 said:

    @Arsoul said:
    Or... you know, let the survivor or killer just win and move on. Who really cares.

    Anyone who want's to win cares

    Go do a gen then

    I play killer mostly

    Slug the 3rd then
    There are solutions

    I do. He often DC's, when he doesn't I win usually

  • twistedmonkey
    twistedmonkey Member Posts: 4,293
    I like the lever idea, how about when one survivor is left two levers spawn and two hatches.

    The aura to the levers are visible to both and are on the other side of the map to each other.

    The lever is instant to use by both, the killer can destroy both levers and if they do the survivors aura appears.

    Once a survivor opens a lever they are exposed, the hatch grab is removed from the game and the killers terror radious and song (huntress/freddy) is set to 10m for everyone, Freddy is the only one different so you could get pulled into the dream world once the lever used, all aura reading and notifications on both sides are removed until the 3 mins is up.

    If a survivor gets one lever two hatch auras are shown to both sides, after 15 seconds only one of the hatches opens for 30 seconds and they respawn to another location once they close, they spawn far enough apart so a killer cannot stand in the middle, the hatch also makes no noise it's only a visual opening.

    This continues permanently but after 3 mins the survivors aura appears as to not overly prolong the game, it gives 4 x 50/50 chances to get the right hatch.
  • Nobsyde
    Nobsyde Member Posts: 1,288

    @Brady correct me if I've read you wrong, but are you stating that the hatch does not spawn unless the 3 boxes have been activated by the lever?

    If so, you are simply changing the "hatch standoff" to a "chest standoff", where the killer is camping the chest containing the lever instead of the hatch.

    note also that if the survivor manages to collect the lever, then the standoff is now at one box out of the three that are spawned.

    ..but it wouldn't be a standoff anymore in neither cases, in fact if the survivor is found he's dead - he can't insta-interact with anything to escape.

  • Yamaoka
    Yamaoka Member Posts: 4,321

    @Arsoul said:

    @NuclearBurrito2 said:

    @Arsoul said:

    @NuclearBurrito2 said:

    @Arsoul said:
    Or... you know, let the survivor or killer just win and move on. Who really cares.

    Anyone who want's to win cares

    Go do a gen then

    I play killer mostly

    Slug the 3rd then
    There are solutions

    I do. He often DC's, when he doesn't I win usually

    So you basically think you lost unless you got a 4k ? 😂
  • Nobsyde
    Nobsyde Member Posts: 1,288
    edited February 2019

    btw it costs me nothing so... here's my opinion on how to change the hatch:

    • Hatch spawns
    • If the killer stays in a 28 meters radius of the hatch for 80 seconds (cumulative, they do no reset), the hatch despawns for 30 seconds
    • After those 30 seconds, a new hatch spawns. It can be at the same place or a different one, it doesn't matter
    • rinse and repeat

    This way a killer can camp the hatch and "close it", but 80 seconds are enough to complete a generator, plus by respawning it in another location there's a reset of the active searching of it for both parties. A survivor is incentivized to do anything but to play the hatch standoff, since he would most certainly lose it, eventually.

  • Paddy4583
    Paddy4583 Member Posts: 864
    edited February 2019
    Personally I think the hatch should have a timer, after the alloted time the hatch closes, and the survivor has to either do the last gens or use a key or perk to reopen the hatch.

    Or the hatch should have a grab mechanic for the killer, so if the surviour is in a certain proximity the killer has a grab option without the survivor having to jump first, instead of only being able to hit them, this would stop the stand off completly.

    The latter seems a more logical way to go and seems fair on both sides,in my oppinion.
  • Nobsyde
    Nobsyde Member Posts: 1,288
    edited February 2019

    @Paddy4583 said:
    Personally I think the hatch should have a timer, after the alloted time the hatch closes, and the survivor has to either do the last gens or use a key or perk to reopen the hatch.

    Or the hatch should have a grab mechanic for the killer, so if the surviour is in a certain proximity the killer has a grab option without the survivor having to jump first, instead of only being able to hit them.

    The latter seems a more logical way to go and seems fair on both sides,in my oppinion.

    I agree with your thinking, killer wise, but you also have to consider situations where only 2 gens have been done: with your solution the survivor cannot reasonably escape, only try to drag on the game or suicide, both being not very fun solution for either parties.

    And yes I understand that "if only 2 gens are done, the killer deserves the 4k", but it is not always the case.

  • Paddy4583
    Paddy4583 Member Posts: 864
    edited February 2019
    Edys said:

    @Paddy4583 said:
    Personally I think the hatch should have a timer, after the alloted time the hatch closes, and the survivor has to either do the last gens or use a key or perk to reopen the hatch.

    Or the hatch should have a grab mechanic for the killer, so if the surviour is in a certain proximity the killer has a grab option without the survivor having to jump first, instead of only being able to hit them.

    The latter seems a more logical way to go and seems fair on both sides,in my oppinion.

    I agree with your thinking, killer wise, but you also have to consider situations where only 2 gens have been done: with your solution the survivor cannot reasonably escape, only try to drag on the game or suicide, both being not very fun solution for either parties.

    And yes I understand that "if only 2 gens are done, the killer deserves the 4k", but it is not always the case.

    Yeah the first option is not really likely to end escape if the timers out and you don’t have a key and chances are even if one gen is left once the timers out, the killer knows
    youre at one of three gens, so would probably turn into a hostage situation...

    Though the second idea might work though, at least from a stand off as it is now, I know when I’m in that situation Intend to do a gen to get them to move, and as a killer I fake a hatch camp to draw them out :)

    edit: just seen your suggestion, that would also be a good option that Inwouldnt mind seeing, though I’d die as the hatch eludes my most of the time anyway, lerys I have found it once, so that map gets a wave of the white flag and I take the hanging.
  • hahmraro
    hahmraro Member Posts: 96

    Why not just make it so when there is an 1v1, that the survivor needs to complete 1 gen to open the hatch. Problem solved.

  • artist
    artist Member Posts: 1,519
    dude. why spend the extra 15 minutes doing all that instead of just moving on to the next game