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How do you escape in this situation?

Tyler3
Tyler3 Member Posts: 194

Sometimes, both exit gates spawn almost next to each other. As a survivor, how is it possible to escape in this situation? Sometimes the gates are so incredibly close together, that the killer has a clear line of sight of both and can walk to either in about 10 seconds.

Unfortunately I don't have any photo evidence so you're just gonna have to take my word, but one time I was in a match and both gates spawned DIRECTLY next to each other. They were literally touching. As you can imagine there was absolutely nothing I could do and so the killer hooked me.

The gates should never be able to spawn on the same side of the map.

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Comments

  • Tyler3
    Tyler3 Member Posts: 194
  • solarjin1
    solarjin1 Member Posts: 2,159

    If the gates are super close than your only option is a key. Finding a chest with a key and the close hatch isn't likely

  • TieBreaker
    TieBreaker Member Posts: 985

    Usually it's fine, but sometimes the game spits out some hideous map layouts. There should be a minimum distance between them so patrolling them requires some game sense, instead of reliably walking between the two.

  • Tyler3
    Tyler3 Member Posts: 194
  • Tyler3
    Tyler3 Member Posts: 194

    Gates should not have random generation. So many problems would be fixed!

  • solarjin1
    solarjin1 Member Posts: 2,159

    i haven't got that lucky once in 2500hr. This did happen a few times when i was playing killer.

  • humanbeing1704
    humanbeing1704 Member Posts: 8,999

    for some reason they haven’t fixed this since they added endgame collapse 5 years ago and I don’t really know why

  • Thusly_Boned
    Thusly_Boned Member Posts: 2,961

    I think they can randomly spawn, but just not completely random. Like they have to spawn within a fixed distance range that isn't too close nor too far. And never on the same wall.

    Of course what is close or far depends on who the killer is. At distance might be an easy patrol for a Blight, but completely indefensible to Myers. So there's always going to be some contentiousness here.

    And then you have Midwich, which is just a death sentence for a lone survivor in EGC unless killer is grossly incompetent.

  • alpha5
    alpha5 Member Posts: 364

    In 3k hours I did it twice, was killed with found key in hand once and a 4th time I didn't find hatch while key in hatch (Lerys). As killer I gave hatch to a survivor who happily showed me his freshly looted key once. He didn't know where hatch was so needed help in any case.

  • VantablackPharaoh91
    VantablackPharaoh91 Member Posts: 580
    edited August 10

    It's just part of being screwed over by RNG, and it happens on Killer side too. There's really no fix for this because they can't make maps bigger (Killers are allowed to have fun too), they can't add too much junk tiles (again, no point in adding more pallets when half struggle with a tiny loop and half just hit over them), and they can't just fix them to the spot (or else every SWF will offer the obviously Survivor sided map and pray for an M1 Killer). To make the game accessible for EVERYONE who wants to play ANY Killer, they have to cut somewhere to make it less safe for Survivors. In this case it's the maps.

    Sorry, man. Just a consequence of RNG. You can live with it, or I guess ask BHVR to permanently fix every structure on the map to a specific point which would ruin some of the fun, I feel.

  • kosaba11
    kosaba11 Member Posts: 119

    To be frank, it's game design like this and many others, that make it clear the devs don't give two craps about survivors. They might throw one or two good perks at the survivors to make it seem like they care, but they cater way more towards the killers. Why else would there be small maps, maps where the exit gates spawn next to each other, a chance for the hatch to spawn right next to the killer, killers having insanely powerful base kits without perks or add ons, and BHVR being okay with and encouraging toxic behavior like slugging, tunneling, and camping.

    It's not fun to play as survivor anymore.

  • mecca
    mecca Member Posts: 328

    The game has so many dead ends for survivor where there is no win opportunity. This is either through perks or game design. It's not about skill.

  • fussy
    fussy Member Posts: 1,639

    Game should give me a third and guaranteed chance to escape after me lost match and hatch!!!1!! Or better just spawn me at the exit gates from the start of the match!!! And deliver me pizza, I order you!!!!

  • Nazzzak
    Nazzzak Member Posts: 5,668

    You don't. Sometimes RNG just screws you over. It's the same with tiles that join and help survivors drag out chases. It's just RNG and it sucks when it affects you but it is what it is.

  • Prometheus1092
    Prometheus1092 Member Posts: 399

    There is an equal chance for both the win at the start, you can't expect that equal chance to maintain throughout the whole game even at the end

  • kosaba11
    kosaba11 Member Posts: 119

    Not much of an equal chance when the doors spawn near each other or the map is insanely small. Not much of an equal chance when the killer can close the hatch when the doors are right next to each other. Not much of an equal chance when survivors have to do more than the killer to escape. Not much of an equal chance when BHVR encourages and approves of toxic strategies like slugging and camping.

    In an ideal situation, both the killer and the survivors have a chance to win - the survivors always has the same probability of escaping as the killer has of getting a 4K. However, that ideal situation doesn't exist for the majority of the play time because BHVR prefers to cater to killers. Aura reading perks, gen regression perks, perks that can block pallets and windows and the exit gates themselves, perks that render items useless and even dangerous for the survivor to be near, as well as the multitude of powers the killers have in their base kits that allow them to be way, way faster than survivors, down them in one hit, kill them without hooking them, or straight ignoring pallets and window vault - the only thing survivors have to defend themselves.

    Right now, you're more likely to get a 4K as a survivor than you are to escape a trial. There is no equal chance for both sides because BHVR only cares about the side that makes them more money because of collab killers.

  • UndeddJester
    UndeddJester Member Posts: 3,378
    edited August 10

    You say this a lot... are you sure you actually even like DBD as a concept anymore?

    I still have loads of fun, even as, and usually more often as a soloQ survivor. SWF tends to be boring. Either you are clowning the killer, which makes the whole game kinda a joke that gets old fast, or they are playing something strong/sweaty, in which case it's just gen rush, gen rush, gen rush.

    In SoloQ on the other hand I still experience worry, dread, uncertainty, and I die often from making it hard for the killer to efficiently tunnel me out, by even going down in corners if I have to, to having plenty of situations I could have escaped, but decided instead to be altruistic.

    Are there boring games where the killer camps constantly and tunnels a player off hook? Sure, it happens in about 1 in 10 games for me on the EU servers, and even then it is mire often a temporary camp/tunnel for pressure, not usually the hard-core make sure thsi player dies ASAP version. Often when it does happen there is about a 50/50 chance the player being tunneled is good and runs the killer for decent lengths of time.

    95% of the time that I get annoyed in this game is from the decisions of my survivor teammates, not anything I can fault the killer or game balance for.

    Regarding the OP, yeah some maps this can happen, and any situation where the survivor is the sole survivors should be in the killers favour since the killer closing the hatch after preventing gens from powering is still somehow not a killer win yet. Granted this is a little too much in the killers favour, and offending maps should be fixed, but there arent many of them, and this scenario is rare enough that it doesn't really matter all that much... you aren't likely gonna have it happen more than maybe 1 time in 50 games.

  • crogers271
    crogers271 Member Posts: 1,829

    Search some chests, maybe try vaulting something on the other side of the map see if the killer will move away.

    Add me to the camp of people who have managed to have one instance of going looking for chests, finding a key, and then finding the hatch.

  • elpumpkinttv
    elpumpkinttv Member Posts: 10

    If the exit gates were both literally touching each other that's a bug. And I have never seen that happening at all. However exit gates beeing very close to each other is a common thing. There is things you can try to do to avoid getting killed but it depends on how close gates are. Also the killer might have some perk to reveal your location and know which gate you are at, or like trapper can trap gates and get a notification when you disarm them. Hillibilly can easily reach both gates even if they are far from each other unless there is obstacles. But it's still typically easier for him to patrol gates. Things you can do is open the gate just up to 24%. Because at 25% it already appears the first red light on the gate switch and the killer will know you are there. Wait for the killer to come and then when he leaves proceed to fully open. But if the gates are really close you have very low chances for that to work unfortunately. There is perks to open gates faster but they are not worth using just because of that. Keep in mind that killers also find gates spawning too far unfair as they have no chance to get there in time before you escape and that encourages slugging for the 4k, unlike people saying that they do it because of the blood points bonus. I think gates should spawn always not too far and not too close from each other but like I said there is killer powers, perks etc that can make end game completely different and if we make gates spawn even closer than they are it's gonna be even easier for hillibilly to patrol them and even easier for trapper to trap them both. And if gates are too far it's not fair for most killers, so I don't see how to fix the problem other than creating some new game mechanic we have never seen before

  • fussy
    fussy Member Posts: 1,639

    Yeah, there was whole match for you. Then you had chance of pity "win" aka hatch, but you lost it too. And here you are, asking for game give you third almost guaranteed chance to escape and talking about fairness lmfao

  • Ayodam
    Ayodam Member Posts: 3,127

    You seem to be overlooking the spawning of two gates within eyeline of one another. Hatch isn’t technically the measure by which survivors are meant to escape; the gates are. If they spawn within equal distance of a central point that the killer can stand at and see, that’s a problem. Hatch has nothing to do with this scenario. At all.

  • Jim_Tonic
    Jim_Tonic Member Posts: 555

    I actually did it once. Killer was confused af why i got away and i told them i actually found a key, both of us celebrated the sheer luck ive had, killer wasnt even mad lol.

  • Tyler3
    Tyler3 Member Posts: 194

    This is the dilemma, because the distance between the exit gates may not be a problem for fast killers like Billy, but will be for slower killers like Nemesis. Realistically, the gates can't spawn in a place that is fair for the survivors and slow/fast killers. Unfortunately I think it's just about luck. 😔

  • fussy
    fussy Member Posts: 1,639

    That's a problem because of what? If your team did all gens, there is no chance for killer to control all gates even if they are close to each other. If that's "a problem", because you feel like you alone deserve to escape after you obviously lost a match and second chance to escape wasn't lucky to you, and game SHOULD give you another opportunity to show "Watch me leave killer" performance, then there is no problem except your absurdly funny point of view on the game and hypocrisy.

  • drsoontm
    drsoontm Member Posts: 4,903

    It's about the same question as "what do do when the doors are too far away to have a chance to catch a survivor" …

  • Ayodam
    Ayodam Member Posts: 3,127

    Survivors aren’t a team, they’re four players with the same goal (escape). No player is responsible for another player’s performance and survivors aren’t treated as a team by the devs exactly for this reason. People bring different objectives to the trials. There’s already a lot of toxicity in the matches so forcing survivors to actually rely on each other to complete trials would make things much worse. The tagline for this game has always been some variant of ‘survive together or alone.’

    The rest of your comment is nonsensical. It seems you have some kind of weird anti-survivor axe to grind.

  • drsoontm
    drsoontm Member Posts: 4,903

    Survivors are a team.

    That's why a tie is 2 escapes and anything else is a win (for either side).

    That's why survivors playing solo have a lower chance to win.

    That's why the devs have considered rewarding self-sacrifice to save another.

  • fussy
    fussy Member Posts: 1,639

    And that's why you have Z E R O rights to complain about soloq, because you and players like you are the biggest soloq problem. Survivors ARE team and if you have so many comments and still don't understand it, that says a lot.
    Survivors are a single organism consisting of 4 organs, each of which must do as much as possible to achieve a result. There is no same goal for every single player, there is only one common goal for all. How do you expect to win, if you are the only one who trying? Exactly, there is no way, because there is no such thing as "my escape" or "his/her escape", every member do his best and buy time and maximize chance to escape to team.
    And it's really funny you considering hatch or gates after hatch as a "goal", because it's shame to count it as a win. Killer obviously already won the match and if he really wanted to 4k, other teammate would have been slugged and you most likely won't even reach that point. That's why I will be proud of myself, if I give to killer great chase and 3 survivors will escape because of me, even If I won't, and seems like you will be proud yourself if you will equip Left Behind and Distortion, hide whole game and take this pity hatch as it something you hard worked for and deserved.
    And yeah, if there is no real argument, just say it, there is no need to attribute "anti-survivor" to me.

  • Ayodam
    Ayodam Member Posts: 3,127
    edited August 10

    Survivors are not a team like in Apex Legends, Overwatch, or similar team-focused games. They’re four players with the same goal. This is why why survivors are graded individually at the end of each trial (MMR and pipping). It’s why survivors are rewarded individually at the end of each trial (blood points & EXP awarded). The devs have repeatedly stated this; survivors can help one another or play for themselves and both are absolutely legitimate strategies this game. Both can lead to individual victory, which is what survivors are graded on and rewarded for by every available metric we have.

    What survivors are, are resources for one another. Just like pallets and perks that can be used to help individual escape efforts. At the end of the day, to spell it out plainly, teams profit and lose together; not individually. When you die in trial I’m not punished as I glide through the exit gates. I’ll gain MMR and pip regardless of what happened to you. You will earn less BPs and may not pip at all. When depipping was a thing, you might have that happen to you. But these consequences that you face wouldn’t affect me or any other survivor who escaped at all.

    Killer mains have this xK = win or loss nonsense. And maybe for you all it works. But it doesn’t apply to survivors. Survivors don’t win or lose collectively, per the metrics BHVR has established in their game. For survivors trials are technically a ([1v1v1v1)] v1.

  • mecca
    mecca Member Posts: 328

    Your wall of text can be easily proven wrong with a very short sentence: survivor loses and their MMR decreases even if the other 3 escape. It's a 1v1v1v1v1v1.

    The entire game has fallen apart because it's balanced around perfect harmony of the 4 survivors yet they are all individually punished and the killer is rewarded unfairly because of.

  • fussy
    fussy Member Posts: 1,639

    Lol, you will really enjoy this then:

    https://forums.bhvr.com/dead-by-daylight/kb/articles/363-developer-update-october-2022

    Also if you believe that your point has at least some weight, then also you should believe that MMR works right, reward right things and escapes and kills = skill. And if you really believe, I just won't waste my time on this dialogue. If not, then the whole easy strong big precise fat mind blowing argument loses its sense.

  • drsoontm
    drsoontm Member Posts: 4,903

    In counter strike you are getting your own score, however if you don't play as a team you get poor results.

    Same here.

  • Efrost
    Efrost Member Posts: 37

    What an inane way of thinking. Hatch is RNG dependant unless you bring a offering which means you are anticipating losing. Bringing a key is also anticipating you are losing, Finding a key in RNG dependant. Door Spawn is RNG and creates 0 Agency situations. This is not you had every chance to get out. This is if you are lucky you might get out. There isnt skill expression. There isnt player agency.

    If we use your thought process then lets bring back old hatch. Why should the killer get to have a chance at kills if they spent the entire match chasing someone. But they do and whats worse is if they do down that player. The game rewards them in the end game by removing features that would allow that player to potentially escape like the anti face camp system, or certain perks, Because as the devs have said "Player agency is important". But only if that player is the Killer, Seeing as how survivors can be put into zero agency situations.

    The solutions for this is simple too either:
    -They should when end game collapse starts. Spawn another chest that will 100% have a key that they can use. Which doesnt spawn near the gates.

    Or

    -Code in it so that the gates have to be opposite sides of the map.

    Or

    -Make it so that hatch spawns furthest away from the gates.

    Any one of these gives the survivor a greater chance. Though id argue that perks like No way out should also be disabled when you are in a 1v1 situation in the end game as it's a 0 Player agency situation regardless. Its silly to argue that its fine for survivors to have 0 agency moments, but killers are not allowed to have them.

  • bjorksnas
    bjorksnas Member Posts: 5,621

    Hatch spawn being random means its close to a ~40 - 50% chance to find it depending on the killer before they do, bringing an offering almost always means if they have mobility the killer closes the hatch unless you also have a key

    Keys are strong items blood amber + prayer beads on a skeleton key is 22.5s of aura reading, which can absolutely destroy line of sight based 50/50s and a lot of mindgames, you don't need one to anticipate losing you can instead just bring one of the strongest items in the game.

    Key odds from a chest are 1% for skeleton key and 1% for a purple key, (without any perks) so its still a chance to get a key and escape, much like a 4% its a last ditch effort but its still part of the overall so it is included..

    Door spawn rng does not create 0 agency because if you see a close door spawn there is another strategy you can employ with the hatch which is to wait at a door until the killer finds the hatch to open them, if the hatch is far enough from both doors or if the killer goes to the wrong one first even if its a good spawn you will get out, especially with certain perks

    Its not a free chance to get out every time but importantly its a chance

    Old hatch was silly because it was a chance to win before you should win

    Antifacecamp doesn't exist in endgame because theres just nothing else to do anymore, you don't have gens to go defend, by the time most chases are finished and survivors are hooked in endgame both doors are 99ed, you can't expect a a killer to just say well this was fun have a good escape and leave the hook to go chase someone by a 99ed door

    Free key when endgame collapse begins is silly because there already are 3 perks to easily find chests and one of them even finds the hatch, how fun is a hatch race then defending the doors when the survivor in the background instantly finds the chest then instantly finds the hatch without any interaction (not very)

    Doors on the opposite sides of the map are just very survivor sided having door rng be more of a coin flip is just more fair for both regular gameplay and for endgame 1v1

    If hatch spawns furthest from gates a new standoff will occur where a killer just stands on top of hatch till they see the survivor on top of it being predictable because its in a near set spot just triangulate the doors

    All of these changes just say "if you don't slug for the 4k and leave things up to chance I want a better chance of winning" which is silly because all that will happen is the real thing that takes away agency will occur (slugging for the 4k so none of these changes matter most of the time)

    Survivors already had tons of chances and tons of prep they could have done to help give them better odds in these situations on top of just "winning" the game the point of these situations is that it semi rewards the killer with odds in their favor for likely not slugging for the 4k

  • Dwight_Fairfield
    Dwight_Fairfield Member Posts: 7,036
    edited August 11

    This actually works sometimes. Just last night a Doctor let me go when I just stood there at the exit and nodded at him.

  • PreorderBonus
    PreorderBonus Member Posts: 321

    You open the gate right until before the "a" in the "open escape" prompt (this is just before the first light turns on) and then hide nearby. Next time the killer leaves, you just go all in and hope there's enough time.

  • ARTRA
    ARTRA Member Posts: 938

    Easy, go to the killer, crouch, drop item, sad hamster face, nod.

    Bonus points if you have that bard perk to play music.

  • Efrost
    Efrost Member Posts: 37

    Do you even read some of the stuff you are typing. "Tons of prep they could do to have better odds". The game shouldnt require you to prepare significantly to have a chance at escape especially if the Devs claim that players should at all situations feel like they have an option. But your claiming, no it is fine for survivors to be in zero agency situations when they don't have a key. Which is basically the only "prep" option you really are offering aside form standing at a gate with Sole Survivor and Wake up. Nothing else resolves this issue and to do that you have to be willing to give up two perks which could be better suited to aiding your team mates, as well as have perks from pay wall characters. Its just bad design.

    As for your finding chest reasoning its quite silly. Especially since you talk about how useful a key is with the right add ons to offer looping potential. Yet you think bringing two perks that are basically worthless other wise instead of bringing things that could help progress gens or loop. Just seems a bit counter to what you are trying to argue. Let alone even if you had both perks both of which are range restricted so you pretending that you would instantly know where they are is over the top. The hatch one sits at 32 feet. Which isn't much further then when you would hear the thing. You still have to traverse the map to find the chest as the perk has a range on it, as well as the hatch itself. Which puts you at risk of being found by the killer. Because you are on a time crunch so walking is not going to be the best route for that. You also have to factor in that you are assuming that the spawning of the hatch is always in a fortune place which is not true let alone the new chest. Furthermore if it was a feature that was added killers would have reason to check near the hatch or chest if they happen to notice one at a place it wasn't before. The risk/reward for a chest spawning that has a key is significant enough that Its not really a silly idea.

    As for the gates spawning on opposite sides it creates reason for killers to have to move. As of now its far too common that a killer can stand in a single spot and watch both gates. It creates both highs and lows, your argument that the current system is more fair is irrelevant, the argument is do both side of the players have agency. And with how it currently is there is far too many situations in which survivors have none, unless you have to plan out entire builds on the prospect of your entire team dying which in turn hinders your own team even more.

    Killers complained that with the old hatch system that if they performed poorly, they felt they didnt have any agency in the match. And devs said sure we feel that players should always feel like they have an option available and removed that element. Even though if they had all 5 gens pop at that point and all survivors alive they have basically lost you claim that they still could manage something. The only thing that they can do is down someone and face camp them in hopes survivors try to be autistic and make mistakes. And as the match continues to wear on options for survivors kiting diminishes as the pallet count drops. The Devs felt that if you are in end game collapse you should be able to secure a kill no matter what even if you have kills. Its a system they added to give killers more agency whether they already have some or not and by then even downing someone shouldnt be overly difficult as most resources should have been exhausted. But if survivors are given situations where they don't have any options they just have to wait out the timer or give up which creates more negative experiences within the game itself.

    But if a survivor is in a situation where the killer has done everything well. They don't get the luxury of having tons of possible solutions. The killer can slug in hopes of buying 4 more mins of looking for the survivor. The devs removed the ability for the survivor to leave giving their teammates the chance at escape. They also can drop the dying survivor over and over in hopes that the survivor will work with the killer to give the location of that last play. Despite this being against the rules as it is a reportable aspect of play. No the survivors have to rely on a lucky hatch spawn, or that the killer is not one with crazy mobility and The killer chooses the wrong door. Unless they want to come into the match significantly weaker then their teammates as they have to bring 2 perks at minimum to help get the door open faster. And even that is hard countered by 1 perk from the killer. Regardless of what you think, there is plenty of situations that without and preparedness are not good for the survivor. And the fact that you have to go through all of that to just prevent that situation from occurring. When it should in fact be addressed by the developers because it goes against their design philosophy unless they want to openly admit that their claim for player agency was only intended for killers.

  • Bravobro
    Bravobro Member Posts: 167
    edited August 12

    Go to the Killer beg for your live, and Prey for your sins.

  • bm33
    bm33 Member Posts: 8,261

    Gates spawning close together is why I started running Wake Up, the 25% increase in gate opening speed is great.