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Give me valid reasons for hook suicides to be in the game still.

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Comments

  • UndeddJester
    UndeddJester Member Posts: 3,361

    Well then we get into the realms of do you remove genuine gameplay decisions because a select group of players kick their toys out of the pram?

    There are methods to manage these kinds of things. If I were to spitball a tracking mechanism design (cause you don't want to start tracking people unless you need to):

    • Keep a small hidden list in the player profile that monitors number of DCs within the last 31 days. I
    • If over a certain threshold % of DCs per month out of games played, then enable report tracking.
    • If unsporting reports start to accumulate, and the DC list is long, you have strong evidence for a leaver. Issue bans accordingly.
  • fulltonon
    fulltonon Member Posts: 5,762

    There literally is no reason to use dc when hook suicide exists, and no matter how much report they got, hook suicide can not be distinguished to literally just trying to escape and failing skill checks.

    that "gameplay decision" is pretty much meaningless anyway and doesn't even work for 99% of times, just remove it.

  • MrPenguin
    MrPenguin Member Posts: 2,426
    edited June 2023

    The only valid thing that comes to mind is so hatch can spawn.

    Which in that case just make the second to last sacrifice instant and remove all other instances of self sacrifice.

    Or just remove/rework hatch entirely to not be such an unhealthy mechanic and also get rid of self sacrifice.

  • UndeddJester
    UndeddJester Member Posts: 3,361
    edited June 2023

    Yeah OK I missed out the words hook suicides in my description, and I now more clearly see the point you're making of the difficulty distinguishing between legit and misused unhook attempts.

    My point is one would trust BHVR actually has a mechanism to track people who have a disproportionate number of reports from this kinda behaviour.

    You're right it would be hard to have event tracking where you see how frequently that person attempts escapes from hook and misses all the skill checks would be hard, but simply tracking when a player has a number of games below a certain death time threshold would be enough... as even the softest potatoes can live longer than a couple of minutes. You wouldn't get everyone, but you'd get enough.

    My point it you should not address the problem of players suiciding on hook, by removing the mechanisms to try and escape from hook. You should go after the players who are being regularly reported for doing it.

    This mechanism CAN and DOES save games. I've had at least 2 cases in the past 100 games where I've turned a 4k into a 2k because I managed to get off hook in a desperate gamble and forced the Killer to take a 50/50. Sadly it was me dead both times, but my sacrifice was not in vain. I don't feel this element of the game is worth sacrificing cause because a few self entitled jerks abuse it.

  • Sava18
    Sava18 Member Posts: 2,439

    The 4% is used to actually try and get off 1 in 99 times, the rest is just people trying to get out of the game.

  • MDRSan
    MDRSan Member Posts: 298

    There’s not literally no way for the killers to find them. They need to keep moving to prevent crows and while it’s certainly more difficult the less people present to find, very rarely will movements align so perfectly that they’re always out of view. That’s ignoring all the aura, locker scream, tracking perks.

    If the killer is behaving in a way that makes all remaining gens very dangerous to attempt, diving into the meat grinder is frequently not the correct play.

  • jeffkillsyou96
    jeffkillsyou96 Member Posts: 249

    Well from my experience with hook suicides from killer and survivor perspective is that the main reasons why people do it is because game quality. I don’t expect every game to go my way but it just seems that in order to have 1 fun game as either survivor or killer you gotta go through like 4-5 games that are complete one sided and seeing how the average length of a match is around 10-15 minutes if you play through the entire match that’s like a average of 1 hour of dealing with garbage matches just for 10-15 minutes of fun so people try to cut their losses however to save time and stress

  • MDRSan
    MDRSan Member Posts: 298

    A killer hooks a survivor. They set up a lawn chair in front of the hook and currently 3 things can happen:

    • Foolishly altruistic team mates hook trade until someone eventually dies, getting nothing accomplished in the process but feeding BPs to the killer.
    • Team mates do gens and ignore you letting you sit there through both hook states to death.
    • The survivor decides they’d rather not feed team mates to the camper, wouldn’t care to engage in the thrilling gameplay of dangling on hook hitting skill checks for the duration of their match, and would like to just cut to the inevitable end.

    There’s a reason a 0 hook survivor instantly gets sacrificed if they’re the last player and they’re hooked - sitting on hook for no reason is boring. Killer mains don’t complain there because they get to experience some boredom and wasted time along with the hooked survivor.

  • Ripley
    Ripley Member Posts: 866

    Weird way to invite discussion to be honest. You can't decide for others whether it is valid or not. Clearly that players are doing it, is valid reason for it.

    It's a game, generally people play to have fun. If they are facing a killer they know outclasses them or match feels futile, you can try for low chance of escape. It's not rocket science.

  • Sava18
    Sava18 Member Posts: 2,439

    So people feel the match is futile after their first hook as the first chase over a min in? Because most of the time it happens it's game throwing/ruining early game. When it's 5 hooks with 0 gens done go for it but it still needs to be removed.

  • Ripley
    Ripley Member Posts: 866

    It could be obviously poor MM since the way it has been for years now, if either killer or survivors have been waiting too long they get to enjoy the "any match will do" MM fallback. This could mean a killer from another region, or one completely outside the skill level. So without addressing the deeper issue affecting MM bandaid things like removing hook suicide mechanic isn't going to do much.

    Also a player could simply just not like that killer. Like I understand it if they are feeling "Oh no, not another Wesker, I'm out".

  • CaulDrohn
    CaulDrohn Member Posts: 1,596
    edited June 2023

    So what about adding some requirements to enable self unhook attempts (one is enough to enable it):

    • Have deliverance / anti-camp (SoonTM) ready - Nothing wrong with attempting escape when it's guaranteed to work
    • Less than 4 survivors remaining - If you are down from 4 survivors and you want to give up, the team will likely lose anyway
    • No teammate to help - When all other survivors are also hooked, slugged or afk, you should be able to try to unhook yourself.