Preventing Giving up on Hook

mugi
mugi Member Posts: 54
edited January 20 in Feedback and Suggestions

Ensure that survivors hanging from hooks cannot escape on their own. Also, eliminate skill checks with regard to the second endurance.

However, this would eliminate one of the good elements of the game. Therefore, we make escape possible by using offerings.

Increase the rarity of the offerings that increase the luck. And change the offerings to the appropriate effect. It also reduces the amount the gauge decreases when an escape attempt fails. Then adjust the skills associated with this change and you are done.

Post edited by EQWashu on

Comments

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,296

    I'm not sold on the first hook phase bit, but absolutely agree Skill Checks for the second phase should go.

    The second phase is the bit people get frustrated with when people off themselves by failing Skill Checks, but are protected by BHVR as it cannot be 100% proved it wasn't incompetency in the eyes of those making the decisions. Eliminate this skill check element and you eliminate the one contentious element people can get away with.

    Once this is removed, it will erase this area of contention. It won't stop quitters, but it will make it easier to report someone who throws.

  • TheTom20
    TheTom20 Member Posts: 474

    Something seriously need to be done almost every game now multiple people are doing in my solo que games

  • Seraphor
    Seraphor Member Posts: 9,369

    I'm not sure what the difference is between taking your chances on first hook, and missing your skillchecks on 2nd stage. Both are almost always intentional and neither are reportable.

    I actually think it should be the first hook stage that should be changed. In addition to straight up ragequitters, sone people simply take their chances because they're impatient and assume that no one is going to or going to be able to rescue them. This has happened to me before, I got hooked, saw all 3 auras on the opposite side of the map teabagging, so after a few seconds I decided I was dobe and took my chances. Well a survivor came over and made it to the hook in good time, and if I hadn't taken my chances I would have still been on first stage. Sometimes survivors just need a moment to breath and not act out of desperation/frustration. And I think the following could help for that.

    Change self unhook attempts.

    • Unhook attempts are not immediately available as soon as you've been hooked. Instead they unlock at intervals of the anti-facecamp gauge. At 25%, 50% and 75%. This adds further depth to the gauge and some additional minor threat to the killer for part camping/proxy camping. Attempts are still a 4% success chance, with a full gauge still giving you the 100% chance.
    • Unhook attempts no longer deplete your hook timer. Because they have an activation prerequisite in the AFC gauge, they become an 'earned' mechanic Instead of a 'cost' mechanic. Because they don't deplete the gauge, they don't cut your hook time down. So your first hook stage will always be 60 seconds.
    • Second stage remains the same. You miss 2 consecutive skill checks and you're dead.

    Those who just want to quit the game, will still find this to be the quickest route. 60s on first hook, then the same time to miss 2 skillchecks on the second, so still better than bleeding out or eating a 5 min DC timer. But this is much longer than currently, about 75s instead of 25s. This gives other survivors a chance to; rescue the survivor and demonstrate they're not abandoning them, or progress objectives while the killer is camping. Or it will give the hooked survivor the breathing time to cool down and not ragequit once they realise the game probably isn't the lost cause it seemed at the moment they got hooked.

    This also makes unhook attempts a valid mechanic instead of just an 'I quit' option.

  • mugi
    mugi Member Posts: 54
    edited January 20


    There were things I forgot to say. There are times when you should suicide. It's time to get your friend out of the hatch. The longer you hang on the hook, the more likely it is that the killer will find the survivors in hiding.

    There is one more thing. For example, when you are hung underground by THE CANNIBAL after all generator repairs are completed. If allies try to rescue you, there is a high possibility of further tragedy.

    In such cases, it is advisable to reinstate the right to suicide.

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,296

    The difference - albeit a slimmer reason - is that in some cases towards the end there have been just two Survivors left. Say either of the 2 haven't been hooked yet and one is then hooked, and the other is in chase, then unhooking may be the only way out, slim as the chance may be.

    Take that option away at the end and it removes the final thing that Survivor may be able to do, despite the very limited chances. There are other occasions, but that first hook still has some genuine use. Your alternative does have good merit, but having to wait for when to unhook is too restrictive. I agree that maybe you get your usual attempts but do not lose any regression on the timer.

    At the end of the day, if someone wants to kill themselves then they will. If they get hooked early and somehow hop off, they'll just either wait there or find the Killer and be killed. At least make them realise they can either play on or take the risk of not getting reported for unsportsmanlike behaviour.