http://dbd.game/killswitch
Can someone explain why the hatch is fair
Still newish to the game why is the last person alive awarded a chance to escape when most the time they don't even try to help with guns they just hide till everyone is dead then yay a free escape its total bs
Comments
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MMeant gens
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There is the horror trope that the final girl (or boy) always escapes to tell the tale. That's good enough for me.
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Hatch is a mechanism that serves two purposes:
- To avoid the last survivor and the killer being trapped in an endless game of hide and seek (at that point it is entirely unreasonable to expect the survivor to touch, let alone complete, gens ; they might just as well spam-vault something to just get the match over with)
- To keep the survivor engaged throughout the match ("Well, this game sucks - but at least there's still hatch maybe")
It is really important to separate the generator-game from the hatch-game though - because it's two different things.
Once there's only one survivor left, the objective of the match changes (at this point the killer has already won the match overall); the match turns into a 1v1 minigame and the win-condition is finding hatch. Whoever finds the hatch first wins the 1v1-minigame — which is inconsequential for the overall match outcome; it's considered a draw for that one survivor (In dbd it's not "Team surv" vs "Team killer" and team surv happens to have four people while time killer has only one person. It's 4x1v1; Killer vs Surv1, Killer vs Surv2, Killer vs Surv3, Killer vs Surv4; if the last surv gets hatch, the Killer has won three times, and had a draw one time). Plus, during the minigame the killer has the advantage; they move faster, usually have a higher PoV (can see over more stuff) and they don't have to evade the other player - so it's really not "free".
It also shouldn't be a problem that this is how it is - alas, I suppose because it's so frequent it is. Or is at least perceived as one.
Somewhere along the way "close matches" have become the exception; most matches are decided within the first two or three minutes. So how do you make players stick around and keep trying even though the match is lost already? - Killers have this as basekit; they basically all have snowball potential. It's somewhat up to luck but a killer can keep going with the thought "well, if I manage to snowball I might actually at least draw!". The survivor doesn't have that; there is no "snowballing generators" - it's actually the opposite for surv; however bad it is, as the match continues it's only gonna get worse. So why on earth would they stick around or keep trying? So there's hatch.
Granted, hatch has that selfish element (only one surv can get it and if a match is essentially decided two minutes in and it isn't looking good, why wouldn't you prepare for Hatch at that point?) - but given that the survivors aren't actually on one team but are individual players with individual scores that just happen to share the same objective (according to the devs, actually) it's actually completely legitimate.
If Hatch were to go a change (/changes) to the base game mechanics / gameplay loop would have to be made. - The easiest option that comes to my mind would be a concede button along the lines of; if the number of unfinished generators exceeds the number of survivors, the survivors can concede and end the match. (Maybe slap a condition on top that this option only becomes available after five minutes or something. — And for all I care give the Killer a concede button too; if the number of gens completed multiplied by two exceeds the hookstages the killer has, they can concede. Again with the five minute condition.) — I do not expect this to actually change match outcomes at all - but I do expect this to really underline how soon matches are actually lost and that there is an underlying problem. People like close matches - but only few matches are close. People do not like playing out a match where the outcome is already (near) certain (especially when they're on the losing side) - but this is how most matches go.
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While something like described in OP can happen, IMO it is more rare than people pretend it to be. Most of the time the Hatch just spawns after a pretty regular game and the Survivor gets it or not.
Personally, I would not care too much about Hatch. First of all, the Killer has the advantage in finding it. This means, if the Survivor finds it before the Killer, they just got lucky. Plus, if not all Gens are done and someone escapes via Hatch, this does not change the fact that the Killer won. Nobody can actually claim the Killer did not win when 3 Gens are remaining and the Killer got a 3K with a Hatch Escape.
And therefore I also think the Killer should not really care if the last person escapes via Hatch. At least not to the point of slugging for a 4K, which just drags out a game the Killer has already won.
But I am honest, I was always of the opinion that a Hatch Escape should grant the Killer the respective BPs for a Sacrifice, as well as the Emblem Points for it. Since the Killer did not really lose against that Survivor (we also see this in the MMR, since a Hatch does not increase or decrease the MMR), but was basically interested in ending the game quicker over ending it in a 4K. This would not remove all instances of slugging for a 4K, but at least most of them I guess.
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If it didn't exist what's the win con for the last survivor at multiple gens left, exactly?
Plus, it's a fun way to give DBD a final girl style outcome.
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The Hatch is there so at the very least you have some hope, even if the match is going horribly.
If it weren't for the Hatch, the game would be essentially over after 2 people are dead.
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You can edit your prior posts. Also, hatches aren't free.
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I think I preferd the guns. Survivors now have a gun.
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The hatch itself isn't the problem. The problem is that if there are generators that haven't been repaired, and a survivor escapes out an exit gate because hatch was closed, that they might get MMR from it, and the killer might lose MMR from it.
We've gotten confirmation that hatch is zero MMR, but we were never told if gate escapes are worth zero MMR if there are generators that haven't been repaired.
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The hatch is yet another chance handed to survivor that lost a match.
Basically they need to do gens then open gate. Failed that? They need to find hatch. Failed that? They need to open the gate without needing to do gens.
The game would be so much better with the hatch. Survivors need to do gens then open gate. Fail that? They lose the match. Instead of having hatch open when it's last survivor it should just activate egc. That's the time limit they have left to finish any remaining gens and open gate, if they can't do that they have lost.
The most annoying part about the hatch is that it gives survivors a reason to try hide for prolonged periods of time (up to an hour) essentially holding the game hostage. If there was no hatch there would be no genuine reason for the last 2 survivors to try hide it out.
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Being a new player you missed out on what an unfair hatch looks like.
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It's just to end the game. In chess, or yugioh, or a fencing you concede when you have obviously lost to be gracious and respect your opponents time/skill.
If there's no hope, people may feel their only form of agency would be to stall until the server closes.
Hatch st least can set up the End Game Collapse.
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Mmr is a made up invisible number that is meaningless
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85% of the time the killer finds it and I get found trying to look for it then moried
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IMO, the main use of the hatch is to give players a way to trigger endgame so they don't get stuck in endless purgatory together. Games are also more fun when the players have actions they can do to advance their objective at each stage of the game. For the last survivor, doing the rest of the gens is not usually a viable choice, so letting the hatch spawn changes their objective, which keeps them engaged in the game.
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dont worry i dont like the hatch either. Its a cheap way for survivors to escape undeserved.
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