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(suggestion) Extra pop-up Gen for tunnel or suicide on 5 gens

Now there is a bug when, after the player's death, the next time the generator is repaired, it counts as if 2 generators were repaired, and not just one gen.

I think, it would be good to use this mechanic to reduce tunneling to death at the very beginning of the game, and also to help the team if someone kills themselves at the beginning of the game.

Quite often, the first survivor, who the killer hangs on a hook on 5 generators, immediately dies on this hook and does not allow himself to be unhooked (probably because he is sad that he was caught so early, I do not know). For the other 3 survivors, the game is lost initially, and for killer it becomes uninteresting. If in this case the team stays not with 5 generators to be repaired, but with 4 gens, they will have at least a small chance of winning and it makes sense to play on, and not also die quickly to go to the next game.

The same situation is with tunneling on 5 generators. If a person is killed on 5 generators, he does not even have time to play, and the rest remain with almost no chance of winning and often try to die faster and go to the next game.

Perhaps the mechanics with "extra pop-up gens" should be changed, but it seems to me that in general it or something similar could improve the impression of such games with tunneling and suicide at the very beginning of the match.

Comments

  • Neaxolotl
    Neaxolotl Member Posts: 1,477
    edited July 20

    It's not like devs seems to want to remove tunneling in any way, and it's not like hook suicide deserves to be kept in game, this suggestion seems redundant

    If you want to remove tunneling just make every anti-tunneling perks basekit, if you have problem with hook suicide just fix the hook suicide, there is no reason to implement a ridiculous bug like this as a "feature"

    Also "strategic suicide" is 100% stupid and shouldn't be a thing, and I can even see some toxic survivors telling others "why didn't you sacrificed yourself" at endgame or something, hell, same things already happening with hatches

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,779

    A) the devs do not give one single ######### about tunneling. 5 seconds was apparently 'too much' for DS, and they've never increased the hook timer in the game's entire history. They won't do anything about it, let alone anything this extreme.

    B) This is a terrible way to try and address tunneling, even if something were to be implemented.

  • k3ijus
    k3ijus Member Posts: 276

    I had a similar bug where there were 2 generators remaining but only two players including myself, i was in chase but my teammate ended up popping one generator and we immediately went to endgame, To be honest it was fun and i wouldn’t complain if a feature like that was implemented

  • XombieJoker
    XombieJoker Member Posts: 55

    as much as punishing tunnelling is fine by me, there is absolutely no way to feasibly program this into the game because as detailed as something like player skill utilizing tiles and knowledge of the game for chases, dropping pallets, or mind gaming survivors, the games system can't decipher the nuance of player skill towards MMR which is why it is solely based on kills or escapes, the system will never be able to determine if someone was tunneled/camped to death, they simply just gave up, just lost connection to the net or suffered a power outage forcing a dc. Sure you can simply have it activate if someone dies at 5 or 4 gens, but then you have to rely on that survivor getting ######### real quick in order to make it work for the 4/5 gens. What's worse, you'll have to rely on BHVR to code such a thing properly… and I think that's scariest of all

  • ValkarianHunter
    ValkarianHunter Member Posts: 21

    The workaround will have me bleeding people out instead of trying to hook them

  • Lord_Kaine
    Lord_Kaine Member Posts: 34

    Ultimately, it would be seen as punishing one side for doing well, regaredless of what or how it was done.