Exit gates need to be blocked for 15 seconds after closing hatch to prevent hatch stand off

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adsads123123123123 Member Posts: 1,132

Not blocking the exit gates leads to the same situation as hatch stand off. It varies depending on the map but if the hatch spawns far away from the exit gates, which is guaranteed to occur on certain maps, e.g. The Game, Lery's, and Badham, the survivor can wait at the gate to start openning it the moment hatch is closed, which allows them to open the gate before the killer can reach it. Steps:

  1. Survivor waits at gate for killer to close hatch
  2. Killer closes hatch
  3. Survivor immediately starts openning gate
  4. Killer walks straight to gate
  5. Gate is already openned by the time killer arrives

The killer cannot make it to the gate even if it they walk directly to it (with 4.6 m/s). The only counter play is to wait on the hatch without closing it until the survivor gives up. This is a hatch stand off. Example:

This is a near optimal example with only 2 seconds of time waste. Under normal circumstances, the killer isn't going to walk in a straight line to the correct gate with 0 time waste. They're going to check the closer gate and look around for the survivor. Also, if he was playing a standard m1 killer, he would have to hit the survivor. This gives them extra time (2.7 sec) to open the gate + escape with injured speed boost. Also, this isn't a large map. On larger maps, e.g. Nostromo, The Game, and Lery's, he wouldn't have even been close.

The gate should be blocked for 15 seconds the moment hatch is closed. It won't be like No Way Out where it is only blocked when the survivors touch the gate. This change will only impact people abusing this strategy. There will be virtually no impact to survivors looking for hatch as normal since survivors typically attempt to open the gate in last 20%-30% of the end game timer and running to the gate takes more than 15 seconds most of the time, so the gate will already be unblocked by the time they reach it.

Post edited by adsads123123123123 on
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Comments

  • adsads123123123123
    adsads123123123123 Member Posts: 1,132
    edited September 7

    Nope. I already told you. If the hatch spawns far away from the gate, it's impossible to reach the gate in time before the survivor opens it. This is guaranteed to occur on certain maps, such as The Game and Lery's. This is what happens:

    1. Survivor is waiting at gate for me to close hatch
    2. I close hatch
    3. Survivor immediately starts openning gate
    4. I walk straight to gate
    5. Gate is already openned by the time I arrive

    There's 0 counter play asides from waiting on the hatch for the survivor to give up. It's the exact same scenario as a hatch stand off.

    Blocking the gate for 15 seconds only affects survivors that are abusing this strategy. It's extremely rare for survivors to attempt to open the gate within the first 15 seconds. If they are genuinely looking for hatch, the time it takes to walk to the gate should already take up most of the 15 seconds.

  • dknb
    dknb Member Posts: 162

    Looking for the hatch,
    or wait at the gate for the Killer to close the hatch.
    It's a gamble. It's a mind game.
    If I was the killer. I am praise the survivor who made it escape.

  • adsads123123123123
    adsads123123123123 Member Posts: 1,132
    edited September 7

    No, it isn't. The killer can't waste time checking every inch of the exit gate for someone hiding and there are 2 exit gates to check. Even if the killer finds the survivor, they can still escape if they find hatch. It's an extremely favoured scenario for the survivor. Also, it takes no skill to afk at the exit gate. Doesn't deserve praise at all.

  • adsads123123123123
    adsads123123123123 Member Posts: 1,132
    edited September 7

    Unnerf Ultimate Weapon because you can bring Calm Spirit

    Unnerf Pain Res because you can bring Sabo

    Unnerf Hex Ruin and NOED because you can bring all the anti-totem perks or learn to land skill checks

    Unnerf hook camping because you can bring Reassurance

    I shouldn't have to bring specific perks to counter an unfair and overpowered strategy. It should be nerfed like all the other overpowered stuff.

    I guess I'll just sit on the hatch for 30 minutes then if you want it that way.

  • adsads123123123123
    adsads123123123123 Member Posts: 1,132
    edited September 7

    You didn't understand my post. In the scenario I described, closing the hatch is a guaranteed escape for the survivor. It doesn't matter which gate I choose to check because they can open it before I reach any of them. This is not by design at all. The devs intended for the killer and survivor to look for hatch and only play for exit gates once hatch is closed. This is how the vast majority of games play out. The camping the exit gate strategy is an oversight by the devs not realising it's a guaranteed escape.

  • PuddleOfBludd
    PuddleOfBludd Member Posts: 134

    I can agree with killers on a lot of things, but on this you are just objectively wrong.

    The hatch has been in the game long before only one survivor could use it. At one time you could get all four survivors out through the hatch with a key.

    So no, there is no oversight, and the hatch was not designed in the way that you are suggesting.

    Even when you read the little tips that pop up while a match is loading, it clearly reads.

    If you are the last survivor remaining in the trial the hatch may be an OPTION to escape.

    Option… not exclusive. There is nothing at all that suggests that a survivor must go for the hatch.

    They have several options. If there is only one generator to complete, they can complete it. They can look for the hatch, or they can wait for the killer to close it.

    Mix in the fact that there are several killers who are almost always going to find the hatch before a survivor because of map traversal, and yeah … waiting by the exit gates is definitely a smarter choice.

    And if you are standing on the hatch for that long, and the survivor is not coming to it, then you already know what they are doing. You also already know where the hatch is so go chase them away from the door and then close the hatch.

  • adsads123123123123
    adsads123123123123 Member Posts: 1,132
    edited September 7

    The hatch has been in the game long before only one survivor could use it. At one time you could get all four survivors out through the hatch with a key.

    How is this proof for your argument? They patched this out, so it's more like evidence against you. Also, something being in the game for a long time doesn't prove anything. 3 genning was in the game for 8 years but the devs admitted it was an oversight and patched it out this year.

    So no, there is no oversight, and the hatch was not designed in the way that you are suggesting.

    Even when you read the little tips that pop up while a match is loading, it clearly reads.

    If you are the last survivor remaining in the trial the hatch may be an OPTION to escape.

    Option… not exclusive. There is nothing at all that suggests that a survivor must go for the hatch.

    They have several options. If there is only one generator to complete, they can complete it. They can look for the hatch, or they can wait for the killer to close it.

    That doesn't contradict my argument at all. No where did I say that hatch was the only option for escape. I said that the intention was to aim for hatch first then exit gates after if hatch gets closed.

    Mix in the fact that there are several killers who are almost always going to find the hatch before a survivor because of map traversal, and yeah … waiting by the exit gates is definitely a smarter choice.

    The only killers that suit this category are Billy, Blight, and Wraith. The rest of the killer roster shouldn't need to be forced to hatch stand off just because of 3 killers.

    And if you are standing on the hatch for that long, and the survivor is not coming to it, then you already know what they are doing. You also already know where the hatch is so go chase them away from the door and then close the hatch.

    Leaving the hatch is a very unfavourable gamble for a killer:

    • The survivor could be waiting at the hatch for you to leave.
    • There are 2 exit gates, so if you guess incorrectly, that leaves a large window for the survivor to get hatch
    • It can be hard to find the survivor at the exit gate depending on the map and where they hide. If they realise you are looking for them, they can adjust their strategy accordingly
    • Even if you find them, they can still make it to hatch with injured speed boost and dropping all the pallets

    Finally, it doesn't solve the hatch stand off problem because I still have to sit on hatch for at least 10 minutes to confirm that they aren't coming out.

  • PuddleOfBludd
    PuddleOfBludd Member Posts: 134

    So because you have to choose your strategy, you think you should just get no way out basekit?

    Since you want to give us all of the “what if’s” let’s go over a few more.

    • The survivor might have a key.
    • The survivor might have Left Behind
    • The survivor might have a rainbow map

    What you are asking for is to not have to make any choices. You’re telling us everything that “can” happen and you want the developers of the game to make it so that none of it can possibly happen. That is absolutely absurd.

    If you get to the hatch and decide to stand on it and not close it, that is a choice. If you choose to close it immediately, that is a choice. You cannot predict whether the survivor is looking for the hatch or waiting at the exit gates and you’re asking for the game to hold your hand so that you don’t have to think about it at all.

    The longer that you choose to stand on the hatch is what gives the survivor a guaranteed escape. It is a strategy and what you’re asking for is to make sure that you get a guaranteed final kill.

    Whether you like the strategy or not, it is a strategy. Just like the counter play is either, Bring a perk to prevent it, or … prevent the hatch from spawning. If you’ve done neither one of those things, then you have to take the gamble.

  • TheRealConsent
    TheRealConsent Member Posts: 245

    Imagine doing all 5 gens, and the Killer presses a button (same logic as hatch) and you die to a heart attack. But your team escaped, right? You won anyway. (And if you're going to argue that you specifically wouldn't win, that means we have to consider everyone separately. It means the Killer maybe won against you, but lost to the 3 survivors. That means if one person escapes, the Killer loses to that one survivor. Which, toxic survivors that get hatch love to point out.)

    If you deserved the escape, you'd want the escape. Same as the killer, who would want to get the 4k.

    No killer would mind if they had 1 gen left, and it was a very intense game that they expected to lose, where one survivor got hatch. It's fine. At that point, I'd just be happy and say GG's.

    But if I get 3 kills at 3 gens left, and the last guy gets to escape because I am FORCED to close hatch to even have a chance at killing him, then yes, I will be bothered.

    Hatch is a problem. Killers get punished for doing well, and some maps straight up don't allow you to hold W towards a gate after closing hatch. This promotes survivors waiting at gates instead of looking for the hatch.

  • PuddleOfBludd
    PuddleOfBludd Member Posts: 134

    Well, that’s a different issue. I think it should still be the old way. Where the hatch does not spawn unless there was at least a certain number of generators completed. I think before the hatch could only spawn at 2 gens left, or 1.

  • adsads123123123123
    adsads123123123123 Member Posts: 1,132
    edited September 7

    So because you have to choose your strategy, you think you should just get no way out basekit?

    What you are asking for is to not have to make any choices. You’re telling us everything that “can” happen and you want the developers of the game to make it so that none of it can possibly happen. That is absolutely absurd.

    If you get to the hatch and decide to stand on it and not close it, that is a choice. If you choose to close it immediately, that is a choice. You cannot predict whether the survivor is looking for the hatch or waiting at the exit gates and you’re asking for the game to hold your hand so that you don’t have to think about it at all.

    I already said that the reason is avoid a hatch stand off, which was patched out in the past. This has nothing to do with decision-making. I already made my decision, which is to sit on the hatch since it is objectively the best choice.

    Since you want to give us all of the “what if’s” let’s go over a few more.

    The survivor might have a key.

    The survivor might have Left Behind

    The survivor might have a rainbow map

    I'm fine with that since they had to waste an item or perk for it, which disadvantages them. They may get hatch but they increased the chances of their team losing.

    The longer that you choose to stand on the hatch is what gives the survivor a guaranteed escape.

    False. Standing on hatch is a guaranteed kill. At the 1 hour mark, the game automatically ends with all 4 survivors dying.

    It is a strategy and what you’re asking for is to make sure that you get a guaranteed final kill.

    I've already asked @CrypticGirl and I'll again.

    How is it a free guaranteed 4K? In almost every single match, the survivor attempts to open the gate in last 20%-30% of the end game timer and running to the gate takes more than 15 seconds most of the time, so the gate will already be unblocked by the time they even reach it. It literally has 0 impact unless the survivor is abusing the strategy I described.

  • PuddleOfBludd
    PuddleOfBludd Member Posts: 134

    But obviously, you’re closing it in order for this to be a problem. If you are not closing it, then what is the point of this thread?

  • adsads123123123123
    adsads123123123123 Member Posts: 1,132

    It's like you don't read or something. The problem is that I need to stand on the hatch for 30+ minutes and the only other option is to take a large risk leaving the hatch. It's the same reason 3 genning and Skull Merchant was reworked: games take too long.

  • n000b51
    n000b51 Member Posts: 744
    edited September 7

    Just this.
    if 'exitgates need to be blocked for 15 seconds after closing hatch' for you, please use 'No Way Out' for the next.
    And if you are convinced 'The camping the exit gate strategy is an oversight by the devs not realising it's a guaranteed escape.' you are wrong. You should use high mobility killer, or if you have a slower killer, try to find a strategic point of view to lurk the 2 exitgates. If you can't or if you don't, do your best to catch the last as you could do as survivor.
    And just because I am curious, how do you deal to open the exitgate in this situation, as last survivor after the hatch is closed ? Have you really guaranteed escaped ?

  • GolbezGarlandGabrant
    GolbezGarlandGabrant Member Posts: 979

    If doors are too far to patrol I let them have it. No big deal if they escape. It doesn't even sound fair to close hatch and be able to get a head start on patrolling. Some things are not worth it for an extra sacrifice.

  • CrypticGirl
    CrypticGirl Member Posts: 656

    Boy, I wish I had you as my Killer every time I was the last Survivor standing if the last one gets out every single time you close hatch.  Because the last Survivor only has like a 5% chance of getting out through the gates once hatch is closed.  What you are asking for is to remove that 5% chance and guarantee that you'll catch the last Survivor.

    You're complaining that you don't want this hatch standoff, yet YOU are the one who creates it by sitting on top of the open hatch.

    The counterplay is simple, as others have said.  Close the hatch.  Of course it's not guaranteed to work every single time, nor should it.  You're asking the devs to fix a non-existent "problem" that you bring upon yourself when you don't have to.

    And for the record?  If all four Survivors are alive in endgame, and I happen to get hooked then, I will throw on hook and let the others escape.  So your accusation of me being a "hypocrite" is a blatant lie.

  • MrMori
    MrMori Member Posts: 1,614

    Just bring No Way Out if you don't like the mechanic. I for one think the final 1v1 or 1v2 should be changed to be more fun for both sides instead of a boring 50/50. Like you could challenge the other side to a chase and you both get a nice BP reward or maybe even a totally separate BP reward.

  • Yoshirama
    Yoshirama Member Posts: 394

    Me when I'm desperate for 4K

  • Nazzzak
    Nazzzak Member Posts: 5,588

    There's currently a Tome challenge where survivors have to open 2 exit gates, which is why you're probably getting alot of survivors doing this (I did it also to get the challenge done, Wake Up and Sole Survivor help). Just shut hatch and take your chances. With 2 exit gates and the survivor not knowing which is closest to hatch, you've got a good chance of finding them before they get the gate open. Blocking the gates is silly. Hatch, as the devs have said, exists solely as a means to end the game. If there's a stand off in this situation it's you refusing to shut hatch, and that's easily rectified. You've then shut down 1 out of 3 ways for the survivor to escape and you only have 2 now. And yet you want the devs to make it even easier for you lol

  • adsads123123123123
    adsads123123123123 Member Posts: 1,132
    edited September 8

    As I've said, the only people this change affects are people abusing the strategy I described. By afking at the exit gate, the survivor made 0 attempt to look for the hatch, so they gave up their 50% chance to find hatch and escape. The survivor shouldn't have a high chance of escaping after hatch is closed. Hatch give survivors an escape when they use it, so the equivalent should be given to the killer when it is closed, which is a kill. Getting to play for exit gates after hatch is closed is a privilege. Hatch is also a privilege as a survivor that lost at 5 gens would have had 0 chance of escaping if not for hatch. When survivors complain about hatch and exit gates, all I see are entitled people complaining about their privilege. These are all 2nd chance mechanics that survivors did nothing to deserve. They were given simply for losing the game.

    You're complaining that you don't want this hatch standoff, yet YOU are the one who creates it by sitting on top of the open hatch.

    You're asking the devs to fix a non-existent "problem" that you bring upon yourself when you don't have to.

    Nope. Survivor is equally guilty for hiding and abusing a strategy with no counter play. The survivor can give up any time just like me.

    It's not a non-existent problem. I've had it happen to me several times in the past. I closed hatch, walked straight to the gate and it was already openned when I arrived. There was no counter play asides from sitting on the hatch.

    The counterplay is simple, as others have said. Close the hatch. Of course it's not guaranteed to work every single time, nor should it.

    A strategy that is guaranteed to fail if the survivor is using the strategy I described is not counter play.

    And for the record? If all four Survivors are alive in endgame, and I happen to get hooked then, I will throw on hook and let the others escape. So your accusation of me being a "hypocrite" is a blatant lie.

    Link your Twitch. Also, you're already shifting it to "if I get hooked". You're still trying to escape if you haven't been hooked, which is probably 75% of the time.

    Post edited by adsads123123123123 on
  • CrypticGirl
    CrypticGirl Member Posts: 656

    When survivors complain about hatch and exit gates, all I see are entitled people complaining about their privilege.

    And this suggestion of yours is about the most entitled I've ever seen from a Killer.  It's absolutely ridiculous to expect (or even just wait) for the Survivor to leap into your arms by sitting on the hatch.

    It's not a non-existent problem. I've had it happen to me several times in the past. I closed hatch, walked straight to the gate and it was already openned when I arrived. There was no counter play asides from sitting on the hatch.

    Only several times?  Again, it sounds like you just want the 4th kill to be handed to you.  If the last Survivor escapes "only several times" after you close hatch, it's not a big deal.  You're not going to 4k every single game, nor should you.  You don't need to 4k every single time.  Just like we don't have to get a 4-person-out every single game.

    Link your Twitch. Also, you're already shifting it to "if I get hooked". You're still trying to escape if you haven't been hooked, which is probably 75% of the time.

    Sorry, I'm not linking my Twitch just so you can pick apart, scrutinize or criticize everything I do in the game.

  • BugReporterOnly
    BugReporterOnly Member Posts: 550

    I feel the same way I think they should spawn in the gates once hatch is closed or gens are all popped to prevent gate camping. No one should know where the gates are on either side untill that happens.

  • tparadise
    tparadise Member Posts: 94

    An easy fix for this would be introducing a perk that lets you see the survivor's aura after you close the hatch.

  • adsads123123123123
    adsads123123123123 Member Posts: 1,132
    edited October 7

    Here's an example of what I'm talking about. He basically walked directly to the gate and couldn't reach it in time before the survivor openned it. The only counter play was to hatch stand off. This is already a near optimal example with only 2 seconds of time waste. Under normal circumstances, the killer isn't going to walk in a straight line to the correct gate with 0 time waste. They're going to check the closer gate and look around for the survivor. Also, if he was playing a standard m1 killer, he would have to hit the survivor. This gives them extra time (2.7 sec) to open the gate + escape with injured speed boost. Also, this isn't a large map. On larger maps, e.g. Nostromo, The Game, and Lery's, he wouldn't have even been close.

    The people who say you can always make it in time with no mobility have no idea what they are talking about.

    Post edited by adsads123123123123 on
  • adsads123123123123
    adsads123123123123 Member Posts: 1,132
    edited October 7

    The killer can absolutely make it to the exit gate after closing the hatch in time. If they choose the right exit, which means the survivor still has a 50/50 chance. Considering the survivor would have to forego attempting to find the hatch to pull this off, it's still only one 50/50 coin flip.

    He chose the right gate and still couldn't make it in time? This is a near optimal example with only 2 seconds of time waste. Under normal circumstances, the killer isn't going to walk in a straight line to the correct gate with 0 time waste. They're going to check the closer gate and look around for the survivor. Also, if he was playing a standard m1 killer, he would have to hit the survivor. This gives them extra time (2.7 sec) to open the gate + escape with injured speed boost. Also, this isn't a large map. On larger maps, e.g. Nostromo, The Game, and Lery's, he wouldn't have even been close.

    Post edited by adsads123123123123 on
  • cclain
    cclain Member Posts: 108

    maybe dont press w on tree for a first part.
    maybe nicolas cage has hope

    and dont forget the gate spawn in random position.


    Now for the win/lose debate

    For killer a win is 3K, a draw is 2K , its not how I see that, its how mmr work.
    At 3k you gain some mmr.

    As survivor only your win make you gain some mmr, so the heartattack button is stupid bullshit and has nothing to do in the debate.

    Maybe the probleme here is you can close the hatch.
    I start to play in 2017, you can't close hatch before clown and key was instant.
    Killers have already been pretty buffed on the end game

  • adsads123123123123
    adsads123123123123 Member Posts: 1,132
    edited October 7

    maybe dont press w on tree for a first part.

    It would have made no difference if he got stuck or not. This is already a near optimal example with only 2 seconds of time waste. Under normal circumstances, the killer isn't going to walk in a straight line to the correct gate with 0 time waste. They're going to check the closer gate and look around for the survivor. Also, if he was playing a standard m1 killer, he would have to hit the survivor. This gives them extra time (2.7 sec) to open the gate + escape with injured speed boost. Also, this isn't a large map. On larger maps, e.g. Nostromo, The Game, and Lery's, he wouldn't have even been close.

    maybe nicolas cage has hope

    False. It takes 20 seconds to open the gate. I timed it. This Nic Cage opened it in exactly 20 seconds from when hatch was closed. Therefore, he was waiting on the gate and started openning it immediately. Clearly abusing the strategy I described.

    Now for the win/lose debate

    For killer a win is 3K, a draw is 2K , its not how I see that, its how mmr work.
    At 3k you gain some mmr.

    As survivor only your win make you gain some mmr, so the heartattack button is stupid bullshit and has nothing to do in the debate.

    Maybe the probleme here is you can close the hatch.
    I start to play in 2017, you can't close hatch before clown and key was instant.
    Killers have already been pretty buffed on the end game

    Irrelevant. The problem here is a 0 counter play situation asides from hatch stand off. Hatch stand off was patched out. This should too.

    Post edited by adsads123123123123 on
  • adsads123123123123
    adsads123123123123 Member Posts: 1,132
    edited October 7

    Let's remove Borrowed Time base kit since you can just run Borrowed Time. Same logic for why it's a bad argument: people shouldn't be forced to run a perk to counter something un-counterable base kit. In the case of Borrowed Time, it was hook farming.

  • A_T_E
    A_T_E Member Posts: 148

    Incomparable.

    Basekit Borrowed Time was to prevent camping and tunneling.

    "No Way Out" is for people like you, who have a hard time seeing the difference between needing more skill, and thinking there's something that needs to be fixed (spoiler: git gud).

    The clip you necro'd this thread with:

    Literally have the guy get stuck on terrain twice, then pretend like he didn't have a chance, plus what @cclain said, there's perks to help open the gate faster.

  • adsads123123123123
    adsads123123123123 Member Posts: 1,132
    edited October 7

    Incomparable.

    Basekit Borrowed Time was to prevent camping and tunneling.

    "No Way Out" is for people like you, who have a hard time seeing the difference between needing more skill, and thinking there's something that needs to be fixed (spoiler: git gud).

    The clip you necro'd this thread with:

    Your argument is basically base kit x isn't necessary since you can run x perk. This is fully comparable to the Borrowed Time example.

    Basekit Borrowed Time was to prevent camping and tunneling.

    What does the Borrowed Time perk do? Let me link it for you. It does the same thing as base kit Borrowed Time but better.

    "No Way Out" is for people like you, who have a hard time seeing the difference between needing more skill, and thinking there's something that needs to be fixed (spoiler: git gud).

    Literally have the guy get stuck on terrain twice, then pretend like he didn't have a chance, plus what @cclain said, there's perks to help open the gate faster.

    More skill isn't going to make you walk to the gate faster. This is already a near optimal example with only 2 seconds of time waste. Under normal circumstances, the killer isn't going to walk in a straight line to the correct gate with 0 time waste. They're going to check the closer gate and look around for the survivor. Also,

    if he was playing a standard m1 killer, he would have to hit the survivor. This gives them extra time (2.7 sec) to open the gate + escape with injured speed boost. Also, I already said that this isn't a large map. On larger maps, he wouldn't have even been close.

    Let's say he didn't waste 2 seconds getting stuck on a tree and he was playing a standard M1 killer, he would have to spend some extra seconds walking to the survivor and hit them, which takes 2.7 seconds. In that time, the survivor can open the gate and escape.

  • A_T_E
    A_T_E Member Posts: 148

    You wanting them to be compable, still doesn't make it comparable. Sorry to break it to you.

    Basekit to prevent tunneling & camping =/= Basekit to reduce the risk of Victims escaping.

    The first is to fix how Killers play in a way not intended by the devs (tunneling & camping), the other isn't against the intention of the game, i.e. Victims escaping.

    Just. Run. "No Way Out".

  • adsads123123123123
    adsads123123123123 Member Posts: 1,132
    edited October 7

    Basekit to prevent tunneling & camping =/= Basekit to reduce the risk of Victims escaping.

    What? If base kit Borrowed Time and anti-camp meter was removed, the kill rate would definitely increase. You're telling me if survivors had no Borrowed Time off hook and I could just instant down them as they got off, the kill rate wouldn't increase? Base kit anti-tunnel and anti-camp increases the escape rate far more than the change I suggested.

    My suggestion = increases kill rate slightly

    Base kit anti-tunnel and anti-camp = increases escape rate significantly

    The first is to fix how Killers play in a way not intended by the devs (tunneling & camping),

    False. The devs have already stated that tunnelling and camping is an acceptable strategy.

    the other isn't against the intention of the game, i.e. Victims escaping.

    False. My change is intended to fix a hatch stand off, which is unintended by the devs and why it was patched out in the past.

    Fully comparable

  • cclain
    cclain Member Posts: 108

    i'm ok with that, just close the door for 15 sec and prevent killer for closing hatch.
    As the game was before, and instant key to open hatch.

    Let me escape with hatch with all my friend like back in 2017

  • Rulebreaker
    Rulebreaker Member Posts: 2,001

    Your suggestion doesn't infact fix hatch stand off. That was fixed with the killers ability to close the hatch. Your change is just what you want to happen instead.

  • adsads123123123123
    adsads123123123123 Member Posts: 1,132

    It would. If gates were temporarily blocked on hatch close, survivors can no longer instantly open gate. This will kill off the strategy I mentioned and thus the requirement for hatch stand off.

  • Rulebreaker
    Rulebreaker Member Posts: 2,001

    Lets ask you this: Who has the power to close the hatch, thus preventing a hatch stand off? While both parties have some blame (the killer for the obvious, the survivor not doing gens when they figure out what the arse is doing) that situation can easily be avoided if the killer simply closes the damn hatch. So what we see is you asking for things to be easier for killer for your own reasons, not some thing thats needed.

    That "strategy" will not help if you check doors either before you find the hatch or after and dont close it, that "strategy" will not help and the doors are close together, that "strategy" will not work if you have either "no way out" or "remember" me equipped. That "strategy" only works if RNG favors that survivor that specific day, and because RNG is fair, its an equal chance it will favor the killer.

    This doesn't fix hatch stand offs.

  • adsads123123123123
    adsads123123123123 Member Posts: 1,132
    edited October 8

    Who has the power to close the hatch, thus preventing a hatch stand off?

    Closing hatch = survivor escape

    It's no different from asking the survivor to come suicide to the killer.

    While both parties have some blame (the killer for the obvious,

    Both sides are equally to blame since both sides can give up at any time.

    killer simply closes the damn hatch.

    Similar to the old hatch stand off, the killer could just hit the survivor or walk away and the hatch stand off would be over. However, the old hatch stand off was still removed. This means that the developers don't think that forcing one side to give up is good.

    So what we see is you asking for things to be easier for killer for your own reasons, not some thing thats needed.

    It's not easier. Objectively speaking, the best strategy to stand afk on the hatch until the survivor gives up. This is easier than closing the hatch and contesting the gates.

    That "strategy" will not help if you check doors either before you find the hatch or after and dont close it,

    If the survivor is looking for hatch instead of camping the gate, which they will be most of the time, checking both doors is basically an automatic escape because it takes too much time to check both doors thoroughly.

    "strategy" will not work if you have either "no way out" or "remember" me equipped

    Already discussed in previous comments why this is a bad argument.

    That "strategy" only works if RNG favors that survivor that specific day, and because RNG is fair, its an equal chance it will favor the killer.

    Not really. On large maps, it's almost certain that hatch will spawn far from the gate.

    This doesn't fix hatch stand offs.

    You still haven't explained how it doesn't fix it. If the survivor can no longer abuse the strategy, why would I need to hatch stand off? You're also contradicting yourself. You said that No Way Out would counter the strategy, so you're admitting that No Way Out would solve the problem, which is similar to my suggestion.

  • Rulebreaker
    Rulebreaker Member Posts: 2,001

    We feel like your purposely doing these mental gymnastics to keep this zombie alive.

    Closing hatch =/= survivor escape

    Closing hatch = door game

    Door game = small skill and lotta RNG aka luck

    Closing hatch = no hatch stand off

    If you don't understand that there is no helping you. (Granted we don't know why we're bothering to try in the first place)

    Comparing it to survivors begging the killer to kill them would be funny if we thought you were joking. No it is not. All closing hatch does is give that survivor a chance. Possibly bad, possibly good, but it doesn't guarantee nothing except the end of the trial. Meanwhile survivors begging killers is basically tossing any semblance of RNG and is at the mercy of another player.

    Both sides are equally to blame since both sides can give up at any time.

    Did you even read the whole thing?

    Similar to the old hatch stand off, the killer could just hit the survivor or walk away and the hatch stand off would be over. However, the old hatch stand off was still removed. This means that the developers don't think that forcing one side to give up is good.

    We got something for your logic below 👇. The past stand offs had neither side being able to do something without losing, currently "stand offs" are completely in the killers favor because they can close it and get priority when doing so. The old hatch mechanic was removed because people were sitting there for long arsed times. Like old 3 gen camp with eruption brine skully long. Maybe the devs think that the trial should end in a timely manner? Who knows, no one here knows what they think unless they explicitly say something.

    It's not easier. Objectively speaking, the best strategy to stand afk on the hatch until the survivor gives up. This is easier than closing the hatch and contesting the gates

    So first off when a survivor like us sees someone sitting on the hatch and decides to do the gens, what happens? We got nice stories about killers learning something~

    Second going by your logic above, if the devs don't think forcing one side to give up is a good idea, why would they make it easier for killers, who are trying to make the survivor give up, by following your suggestion? We see it now, second to last survivor died, both doors and hatch open, and the killer can't close the hatch. All because people can't take the chance for RNG.

    If the survivor is looking for hatch instead of camping the gate, which they will be most of the time, checking both doors is basically an automatic escape because it takes too much time to check both doors thoroughly.

    If they are doing this then they ain't doing the "strategy" of sitting and waiting at the gate then ain't they?~

    Again we state, you don't want to leave anything to chance. That's what it sounds like and that's what we currently believe.

    Already discussed in previous comments why this is a bad argument.

    Actually everyone else explained why it's a good idea to bring them if you don't like the "strategy".

    Not really. On large maps, it's almost certain that hatch will spawn far from the gate.

    And those times where hatch spawns between the doors on large maps, where you can see both doors? Then there's the times where you can get to those close doors despite the hatch being away. Then there's the times where the killer checks the doors before closing the hatch because they suspect shenanigans. Then there's the times where the killer brings perks like no way out. Killers can do more than sit on their butts next to hatch.

    You still haven't explained how it doesn't fix it. If the survivor can no longer abuse the strategy, why would I need to hatch stand off? You're also contradicting yourself. You said that No Way Out would counter the strategy, so you're admitting that No Way Out would solve the problem, which is similar to my suggestion.

    Both past and "present" hatch stand offs are caused by the players. People who currently sit on their butts wouldn't change because of this. Why give survivors any chance when they can sit and wait and get a guarantee (that's their thought process in our heads)? Your suggestion doesn't fix the problem, what it does is make things easier for killers.

    We're not contradicting ourselves because as we've said, it doesn't fix "stand offs". It doesn't fix the problem of the player. It may make the "strategy" you have so much issue with harder, but has nothing to do with a hatch stand off or the fact that the killer can and would still do it. Instead of a base kit change to counter this, try using said perks mentioned as blocking the powered door for any extended length is a hefty thing.

  • Rulebreaker
    Rulebreaker Member Posts: 2,001

    We don't, we want them to suffer