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Exit Gate Crevices

You know at the far end of the exit area where the survivor runs free and the killer gets blocked by the entity? Let’s put a crevice right there so that the survivor jumps over it to run free.

1) If we make the leap an intentional button push (like at the hatch) the survivors won’t accidentally leave and the killer can’t drop them outside the gate. (Crawling survivors can push the button and leap as well, just like the hatch).

2) The killer can do a grab interrupt, just like at the hatch.

Survivors who want to taunt won’t accidentally spin themselves out of the gate area, but they also run the risk of being grabbed. Is this good or bad? Not really sure, but it’s different.

Comments

  • altruisticassassin
    altruisticassassin Member Posts: 4

    I think it's a decent idea in my opinion it would be interesting but I doubt the devs will do something like that. What they really need to do is find a better way to speed up the end game you know when all the gens are done and gates are open and the survivors are just walking around lol

  • yobuddd
    yobuddd Member Posts: 2,259

    I agree. The ideal situation would be for a countdown to start (perhaps initiated by the killer). If survivors don’t leave in time, then they didn’t “survive”.

  • p1ague
    p1ague Member Posts: 101

    I disagree that that would be "ideal" since it does sometimes happen that the gates have been opened and for whatever reason you still have to evade the killer and wait for them to roam the map looking for you, a simple timer would be unfair in that situation. But we definitely need something to punish those fools who get away and just stand there waiting to actually exit until the instant they hear a heartbeat. IDK what their damage is, and feel like that should officially meet the definition of "holding the game hostage"

  • yobuddd
    yobuddd Member Posts: 2,259

    Fair enough. I should elaborate. This was something that was discussed in a different thread a while back. Here are the details of the idea.

    1. The countdown can be initiated by the killer only after an exit gate has been opened for a certain amount of time (say 3 minutes).
    2. Once it starts, it still takes a while (3-5 minutes). This gives all survivors still in the field plenty of time to find an exit.
    3. When the timer runs out, the game ends. The killer does not lose points like he does when disconnecting. The prevents holding the game hostage.
    4. Things that still need to be worked out: Do survivors lose points if they don’t leave in time? Do they still earn points in the Survival category if they don’t leave? How does this play out during a hatch standoff?
  • p1ague
    p1ague Member Posts: 101

    I just bagged a "consolation prize" who teabagged a little too far from the gate vs nurse with noed, and it got me thinking about this again. I think I had a pretty interesting idea that doesn't involve waiting 10 minutes after the gates have opened : something like if you've spent more than 5 seconds inside the exit gate area, you've gotten too close to the entity or something ; you no longer hear a heartbeat inside the terror radius, and the killer can instantly dispatch you. No hooking, no attack cooldown, just you're done. And that area expands along with the time, so after a little while if you've stayed within 10 meters of the exit gate for the entire past 10 seconds, the effect applies, etc. Maybe after an even longer time, effects get worse, like occasionally screaming like in madness and you can't move for a second when the panic sets in.

    That might not affect some of the worst bullies; they could just see the increased danger as an added thrill, but it would probably help dissuade the dopes who just stand there with one foot out, and wait, not even for a chase to start but just to catch a glimpse of the killer before letting the game end...

  • projecteulogy
    projecteulogy Member Posts: 671

    This is why i dont teabag in the exit gates.

    +1

    Increase the time it takes to move after being downed in the exit gates and disallow people to "fall to safety" after being downed in the exit gates.

  • p1ague
    p1ague Member Posts: 101

    At first blush I loved that idea too, but with a little reflection I'm not so sure.. It's just that, some of my favorite games, both as survivor and killer, end with a survivor escaping by the skin of their teeth, sometimes culminating in that "fall to safety" after a legitimate, tense chase.

    I'd hate to lose those, so something that takes a second or two to activate (and is slightly harsher to compensate for the wait) really would be preferable in my eyes..

  • Raptorrotas
    Raptorrotas Member Posts: 3,253

    One thing to discourage clowning around after a gate is opened would be to close the hatch once a gate is opened.

  • MojoTheFabulous
    MojoTheFabulous Member Posts: 2,015

    Oh yes, an Exit Gate stand oFF sounds like a fantastic idea.

  • yobuddd
    yobuddd Member Posts: 2,259

    You have a point! Is there some way we could work in generator, hook, and treasure chest standoffs as well?? Oh the possibilities...... I can really see this going places!

  • p1ague
    p1ague Member Posts: 101

    The only way to make that complaint seem to make sense is if you think hatch standoffs are bad because they aren't a free guaranteed escape for the survivor.