http://dbd.game/killswitch
Killers should be able to abandon when the gates are powered
Comments
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This. This is all I am asking for and have been asking for.
A check/checkmate is a loss condition, treat it like one and let people forfeit.2 -
Survivors legitimately have no option when they're forced to bleed out. I'd be all for killers getting an abandon feature, if it made sense. This does not make sense.I agree with this. I came into the thread strongly supporting the idea, and now what I see people seem to actually be asking for, I'm just thinking 'there is no possible way that can work'.
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Errr, nope. This post is about giving killers the "abandon option" under a condition. Tbagging and other stuff are ways of reasoning for it.
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I'm glad the forums are filled with so many people who are capable of knowing that when Mandy says "in this case" she actually means something much, much more than that.
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I'm going to be honest with you, the way most of the posts have been going in this thread, I've kinda given up. Everyone keeps looking for something to argue with and ignoring when people are being reasonable with each other, then complaining that anyone who disagrees with them must be (insert condescendingly simplified us vs them.) Like always.
I agree with most of what you said, except:
The comparisons between a BM slug and survivors BM at the gate are also… a bit apples and oranges. They’re both frustrating, both BM, but not the same. Slugging is helplessness. Gate BM is obnoxiousness.One is being insulted by someone speeding away. The other is being insulted by someone standing over you until you die.Both suck, and both should be discouraged, but insisting they’re the same kind of problem just oversimplifies a very complex issue in my opinion. But again, both are not fun, and both should be addressed. But the issues are so different that the solutions should be different too.There are a few things here. I have acknowledged that there are differences in the scenarios, and what you said about killer leaving being a nuclear option is true. They are apples and oranges. But you know what both apples and oranges have in common? They're both fruit. That expression gets used to try to emphasize the differences between scenarios as a way they cannot be related, while ignoring that they have the same exact root (sportsmanship) depending on what frame you view them in.
This is an important distinction because of things like the difference between "helplessness and obnoxiousness." My argument continues to be that swatting out is just as much helplessness as being slugged, just with the option to trade duration for humiliation. Its why I brought up TF2's post game slaughter scenario, you don't have agency just because you can move your controller to try to hide bhind a barrel in the corner. You are unable to compete, even if you can move. There is no scenario where you will be able to make any more progress toward your goal. You might as well be a kid who's older sibling gave them an unplugged controller and told that you are playing great. You inputs mean absolutely nothing toward completing your objective, something that slugged survivors should very much be able to empathize with.
But they refuse to.
I, as an individual (since I can only directly speak for myself, mind,) think that the abandon system is extremely half baked and inconsistent. I think that for survivors there are far too few considerations necessary compared to killers. I understand why killers cannot have the same freedom that survivors currently do, and have not once advocated that the ideal solution would be achieving parity in that fashion. However, I feel that the current status quo is unnecessarily lopsided and only focusing on specific aspects of the issue, and discussion on the topic keeps being a mess of conflating arguments and assumptions far beyond what gets said by either side. Nobody wants to actually find a proper solution, they just want to "get theirs." Half of the rhetoric I see against parity tends to reek of spite, while the rest is arguing extreme cases and refusing to find common ground.
If for the killer the match is considered "not over" strictly because of perks like blood warden, then survivors shouldn't be able to nope out instantly because of the presence of perks like deliverance and unbreakable. If the issue is because of duration, then survivors should be given a grovel option so that they can humiliate themselves in exchange for being able to DC while slugged. They refuse to (and are no longer required to) even sit through a mori as it is. My point continues to be that the status quo went out of its way to address an issue one side has had pretty much since the game has existed and the parallel (yes parallel, both apples and oranges are fruit) issue is ignored almost aggressively.
All I want is actual parity. Nobody gets to leave early, everyone gets to leave early, the same restrictions on either side, anything. Which of those I would prefer is irreverent (though im sure people will jump at the opportunity to impose exactly what I supposedly want onto me) but I want players of both sides to have their time, agency, and sportsmanship respected equally. If one side's design limits that, then the other side should not disproportionately prosper from that fact. If its impossible to have a lowest common denominator between the two, then specialized considerations should be given to keep them as close as possible. Whether it be making all killers equally deadly in the exit gates, identifying the difference between necessary and unnecessary exit gate/slugging gameplay, anything.
Survivors like the status quo because they did not lose their ability to BM killers, while killers dislike it because their ability to bm survivors was removed while they were not given the same courtesy. This community has a massive ego problem and an even bigger empathy one, so its an issue that needs parity no matter where it lands. Especially considering the 4:1 ratio.
Edit: to emphasize again, I strictly refer to checkmate scenarios in my reasoning. I pointed this out last post when specifically excluding a scenario that was more a check than a checkmate, but I feel like I need to repeat it here plainly.
Post edited by Ryuhi on6 -
Just let killer abandon after the gates are powered if survivors can leave if they are the last one downed then killer should be able too such a ridiculous double standard
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Firstly why killer must face survivors at gates? there no meaningfull ingame interactions at this point,its either bm,hit farm or just survivors leaving,so why exactly killer who dont want to waste 1-2 minutes of their life to push survivors out of gates is expressing sore loser mentality? Hate jumping to assumptions but this logic make sense only if you seek validation via killer attention at gates which is certified sore winner mentality.Its funny how you bring ego to strictly practical QoL discussion and yet somehow expecting killers to waste their time feeding your own ego.
Survivors have option to crawl in corners of map,and in some rare cases if killer do objectively bad play by trying to hook them regardless surv will have chance to wiggle out and potentially get up entire team.Killer in some rare cases can get survivor at gates if surv overcommit or somehow mess up basic movement/timing.
See pattern? both sides can potentially do "something" in those scenarios but both cases heavy rely on objective missplay from your opponent which is deny main point of interactions,because what even point in playing match if wincon can only be reached purely by missplay of opposing side? there 0 skill expression opportunity at this point so why killer must go through rudimental "endgame" which could and likely will be extended by survivors for whatever reason?
Its even make more sense to have abandon feature on killers because if gates already powered killer cant really extend game at this point,but survivors can be slugged virtually at any moment in game so if devs "force" survivors stay 4 slugged it would lead to more situations where one of them could wiggle out,pick up all team and the game could continue in its normal pace,so in case of killers its only abandon chronologically finished game while at survivor side its abandon potentially winnable unfinished game so i kinda agree with yours last statement,it is logically make sense on one side but still must be implemented in both cases.
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That doesn't solve it because survivors will just hang out just outside the gate.
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You put this very well and again, this is all I am asking for. Parity. I just don't want one side to get their issues with BMing addressed, but not the other. I don't want an abandon to be seen as a loss for one side but a DRAW for the other, it's a forfeit, it's not a draw, it's admitting you lost the round gracefully. A forfeit is a loss you choose to take for the sake of sportsmanship.
I just want this game to consider both sides' sportsmanship problem. Because it's a big one.
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I just want this game to consider both sides' sportsmanship problem. Because it's a big one.Except that's a far bigger issue than the abandon system. BHVR has, generally, said they are okay with BM to a certain degree. Teabagging, humping, insults in chat (that don't go into slurs or threats), broadly seem to be things they aren't going to try and stop.
If they were to change their stance on that, there are a lot of things that could be done to prevent some BM actions that are much easier to implement than an expansion of the abandon system.
Edit to Add:
Thinking about this more, we're over 250 posts into this thread and I think a key point might be alluding the discussion.
The abandon system is not just about BM. In BHVR's eyes it might not even be primarily about BM being that's something that usually doesn't seem to bother them.
1: If a killer slugs for the 4k, the slugged survivor waits for them to find the other survivor, down them, put them on hook, come back to the the slug, and then either put them on hook or mori, which might require waiting for the other survivor to die. That's can be a minute give or take of literally nothing. Dead time like that is awful for a video game.
And it doesn't have to be a slug for the 4k. One survivor dead, three slugged, is not that unusual (even four slugged against some killers), if you're the last survivor on the ground you're just waiting.
And the neither of the above would be clearly BM, its just playing the game. No reason for the survivor to be stuck there.
2: How it helps killers. Even before 2v8 killer queues were long. While they weren't intolerable before Kaneki, most people's reports are the killer queue generally being longer than the survivor. Well the quicker survivors can get out of their game and get back into the next game, the quicker killers can get to their match.
BM is part of it and I think BHVR should do more to address the issue, but it doesn't seem like they will, but there are other reasons for the abandon system beyond just the possibility of BM.
Post edited by crogers271 on7 -
1: If a killer slugs for the 4k, the slugged survivor waits for them to find the other survivor, down them, put them on hook, come back to the the slug, and then either put them on hook or mori, which might require waiting for the other survivor to die. That's can be a minute give or take of literally nothing. Dead time like that is awful for a video game.Then give them a way to quicken their suffering that is humiliating so there is parity with the killer in the exits scenario. Or make it so that they have to be slugged for at least 30 seconds before they can nope out. ATTEMPT TO MAKE THE TWO SIMILAR IF DESIGN LIMITATIONS PREVENT TOTAL PARITY. The issue is that they just threw in a system that is very catering to one side while ignoring the other, allows one side free reign to bm while not even needing to sit through a mori (Why did they even make them basekit in the first place.) Multiple times people have come up with ideas and approaches around finding a middle ground between what killers currently have and what survivors have, and it keeps getting ignored and the status quo outright defended. Thats the approach that should be taken, not "killers should have everything survivors currently do" or "killers should get nothing and like it." There's a middle ground.
No reason for the survivor to be stuck there.And no reason for the killer to be stuck waiting for a forever hider with plot twist hiding in a corner extending the EGC. There is no reason for survivors to be allowed to delay leaving the exit gates in a checkmate scenario. There is no reason for a killer to blow out their eardrums with loud noise notifications because they alt tabbed out to avoid the exit gate taunting. If you have a problem that affects X and Y, you don't fix it for X and just call it a day.
BM is part of it and I think BHVR should do more to address the issue, but it doesn't seem like they will, but there are other reasons for the abandon system beyond just the possibility of BM.This is why people are making such a stink about it, It doesn't seem like they will. Maybe in some alternate universe Jeff and Ada have the same voice volumes, like was promised years ago. Killer centric issues get ignored hard unless they're specifically related to balance (especially kill rates.) QoL has always been a mess for the role, and things like the survivor HUD never even amounted to killers getting hook counters. For the record I don't think the devs are biased toward survivors, but they sure as hell tend to be blind to killer issues, even if unintentional.
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And no reason for the killer to be stuck waiting for a forever hider with plot twist hiding in a corner extending the EGC.I think this is missing the point I was trying to make so I'll try again.
There are lots of situations where, totally taking BM out of it, survivors can be stuck waiting around. That's a failure of game design that the abandon system can potentially address. Those failures of game design can be used to BM, absolutely, but the problem exists whether a side BMs or not.
The parity comparison would likely be the survivors hiding out not doing the gens. Now BHVR has bungled both the implementation and communication of this, but you have a similar issue. You have a couple of survivors who want to survive, but progressing the generators is no longer realistic, so they go into hide mode. From the game's design, no one is here BMing, BHVR has always maintained a survivor playing for themselves is fine (they only have the incredibly vague standard about trying to 'progress the trial'). They've also said that the killer protecting gens over pursuing the survivors is fine.
You have a situation where everyone in these scenarios is playing the way BHVR says is acceptable, but also there is at least one player in the situation just 'stuck', that calls for something new.
Again in these scenarios no one has done anything wrong, they just come up in the natural course of gameplay and should be fixed.
BMing creates another issue for two reasons.
1: BHVR doesn't seem to want to address anything except extreme BMing. That sucks. They should.
2: Some elements of BMing are realistically much harder to address via coding. Take your plot twist example. How does the game tell the difference between a survivor using it to heal up so they can wait for the right moment when the killer has moved to rush for the gates? This applies to quite a few end game scenarios, how to tell the difference between a survivor observing the killer, figuring out what they are doing, and looking for an opening, vs a survivor just stalling out. A human watching the games probably could tell the difference, coding it would likely be impossible.
Slugged and not doing gens create a clear line that is easy for a computer to decipher. If all the survivors are down, if the gens aren't getting progressed, there is a trigger point that the system can process. There are lots of other situations on both sides where as humans we can tell 'yeah, this is over', that would be considerably more difficult to implement into the game. I think a clear line would be the gates open and all the survivors within a certain range, but BHVR seems to disagree. However I do think the idea of survivors just hiding during EGC would be far too difficult to implement that is not dealt with by the exiting EGC timer.
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That was a single example given, while the entire rest of the post was ignored. It was an example where the killer's time is not respected despite the opposite (being slugged, also up to 4 minutes so same duration) being ignored. They have essentially acknowledged this by having plot twist not trigger the abandon condition for survivors IIRC, but there is nothing to stop people from doing this (especially vs killers who don't participate in the exit gate ritual.) My point, again, is that one side is being favored over the other in how lazily this system was conceived and implemented, and that they should adjust one or both sides implementations to not have parts of the issue disproportionally benefit one side over the other. If the killer role has limitations that prevent it from being even with survivors, then survivors can't have a way to BM and waste time for free with zero repercussions while having a way to avoid repercussions and reprisals.
Now BHVR has bungled both the implementation and communication of this, but you have a similar issue.This is my issue.
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That was a single example given, while the entire rest of the post was ignoredI didn't want to belabor the point, but sure.
Then give them a way to quicken their suffering that is humiliating so there is parity with the killer in the exits scenario.Not at all the point I was discussing. BHVR seems to want to limit the abandon mechanic to the most clear cut scenarios. Gates being powered, or one survivor still standing, are trickier issues.
ATTEMPT TO MAKE THE TWO SIMILAR IF DESIGN LIMITATIONS PREVENT TOTAL PARITY.Parity is a bad argument. If there is a way that the game can be improved, it should be improved, even if it can only apply to one side.
while not even needing to sit through a mori (Why did they even make them basekit in the first place.)Hopefully not so 'survivors must watch this happen'. If you want to watch the Mori as either survivor or killer, nothing is stopping you.
Multiple times people have come up with ideas and approaches around finding a middle ground between what killers currently have and what survivors have, and it keeps getting ignored and the status quo outright defended.Thatsthe approach that should be taken, not "killers should have everything survivors currently do" or "killers should get nothing and like it." There's a middle ground.It depends what we're discussing.
Are we discussing ideally how we'd like the game to be?
Or are we discussing whether BHVR's design decisions are not treating both sides in the same way?
There is no reason for survivors to be allowed to delay leaving the exit gates in a checkmate scenario.Difficulty of implementation. How does the system determine a checkmate scenario in the same way it can with all survivors slugged. There are lots of reasons for survivors to stick around a match, mainly to try and help other survivors escape. Code it so killer can abandon if all survivors in the exit gate? Great, I'd support it, but huge chance survivors who want to BM just move slightly outside.
There's a number of possibilities that cross my mind on how it could be down, but they all require conditions to be met. Whether BHVR thinks a system like would help the game or be more confusing is not something I have any knowledge of.
There is no reason for a killer to blow out their eardrums with loud noise notifications because they alt tabbed out to avoid the exit gate taunting.Agreed, but its an example of BM, which was very much not what my post was about.
If you have a problem that affects X and Y, you don't fix it for X and just call it a day.Ideally you improve both, but fixing X doesn't make Y any better or worse.
Killer centric issues get ignoredhardunless they're specifically related to balanceI'm still waiting for the anti-slug that was tried years ago, failed, and they said they'd try again. We have another try coming up, its very possible that it goes as well as basekit unbreakable and never sees the light of day.
Anyway, back to the most recent post.
They have essentially acknowledged this by having plot twistnottrigger the abandon condition for survivors IIRC, but there is nothing to stop people from doing this (especially vs killers who don't participate in the exit gate ritual.Which was them taking a killer concern into the game.
But yes, survivors can hide. The game has hiding, I don't see a system you could reasonably code that is not already dealt with by the EGC timer and AFK crow to draw the line between good hiding and bad hiding.
If the killer role has limitations that prevent it from being even with survivors, then survivors can't have a way to BM and waste time for free with zero repercussions while having a way to avoid repercussions and reprisals.Again you're back to BM, which was not what my post was about. The abandon system for slugs as is can improve the gameplay experience for survivors with no BM whatsoever. The abandon system for survivors hiding out could improve the experience for killers with some slight changes.
EGC is an actively ongoing game for killers unless the survivors stick around to BM (or soloq potentially where the groups are split between the doors and neither knows of the other). And as I mentioned, I wish they would do more about BM, but it has to be pretty extreme to motivate them.
This is my issue.Except there is a substantial difference between saying BHVR failed in their implementation to take killer QOL of life into consideration (the survivors not finishing a gen example), and saying they did not consider it at all.
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Bump
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See this is why I've stopped buying killers and other content, this mentality you guys seem to hold. You care up and down about how the survivor players feel, but barely give a toss about how the killer players feel and just think that it's funny.
Survivors get annoyed? They get game mechanics implemented.
Killers get annoyed? They get an excuse.
Not a cool vibe at all.
Frankly, you guys are years late on a base-game, entity-related mechanic that makes gate griefing a dumb thing to do.
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You see? They just plain don't care how killers feel about having to deal with teabagging. Only survivor feelings matter.
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i edited this comment because it wasn't productive. instead of monitoring this thread, i think i'll do other things with my time. sorry for wasting your time. :)
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I agree, but survivors should keep their items and not lose them when the killer quits.
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Why should I have to go across the map to push them out?
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The better question is, why would you not? It stops the behavior and ends the match quicker. Isn't that what you want?
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Well yes you can force them out but still its time consuming and kinda pointless to do, killers objevtive in endgame is just try to get more hooks and kills but getting them when survivors just won and are in gate are is just pointless (only few killers can have some chance in this situation like slinger, wesker, houndmaster, ghoul had it too but it got nerfed, and still all of them have to play it perfect in very specific situation) hope the abandon mechanic will be added for killer in next 2 years .
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Then force them out.
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Well you can buts its same mentality as just wait to bleed out when sluged it will take only 4 minutes. Killer can force survivors out but its pointles when gates are open and timer is running, just waisting killers time if he wants to move on, same issue if last surv standing is lugged and waiting for killer to miri him, dont you think?
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For killer its 30 seconds and is interactive, for survs its 4 minutes of doing absolutely nothing, pretty clearly not the same
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Yes its true being sluged is much longer but its basically same thing, you cand do almost nothing as killer when gates are open and no survivor is in weak position ( hooked, downed, chased, injured far from exit), so I think giving killer abandon option is fair and is solid quality of life change, you just did what you could and dont want spend time waiting to end the game with clear end so you move on, and spend the same time finding new lobby.
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Dont forget how much it happens, devs want to have a 2k balance so in every game if 2 people "escape" they will be there in the gates, slugging 4 people everygame is far less reliable than having 1 surv at the gate every game lol.
So yeah it isnt 4 minutes of pain every now and then but its 1 minute every trial lol, just boot the game and play listening to music then note in a paper how frequently it is.
After all gens are done or if egc has started they could get an m1 bot in the killer (without warning the players) and let the bot do the pushing, nobody will know no feelings hurt, i know that coding every killer in the game isnt reliable but the m1 they already have.
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The abandoning feature you are suggesting would skip entire parts of a match which is gate opening and endgame collapse. Both still lead to chances for killers to get at least a down or even a kill.
I know that its frustrating and I also dont like when survs are toxic at gates for no reason but with this, the killer would either win the match or it would end before anyone can open any gate, which then in turn would mean no points, achievements or quests for survivors.
As a killer you get the points etc. either way no matter if you hook actual players or the bots cause everyone already abandoned. So unless killer bots are introduced into normal matches (which is unlikely) that finish the match for you, I dont think this feature will ever happen
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Let killers abandon after the last gen pops
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That's the part where the killer still has agency: you don't have to.
You can go kick pallets, spam your power, earn BP, complete challenges, probably more. Nothing says that you have to go to the exit gate.
You can also choose to go to the gate and force the survivors to stop whatever they're doing and leave, is another option. And forcing them out or forcing an error is all gameplay.
A slug on the ground has no options. You can't speed up bleed out, can't escape or ignore the killer humping you on the ground, can't earn BP. Crawling at the speed of smell is not gameplay.
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Errr. Not my problem if they "did". I read exactly what people say and not invent things people don't say and that is fine, especially if it comes from an official representative. It's not abstract art lol. They said what they said, that's it.
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Dropped pallets and breakable walls: nonexistent, old rift challenge: "grab a survivor off a gen on your third blink with nurse" (yeah, this one exists) or something else not really doable or done during the match (red glyph). I don't really play nurse, but whatever. Old rift quests exist and some might not be doable at some point for whatever reason. I just want to have the same option, not to mention the fact that having this option for survivors should have additional trigger conditions.
Why are you trying so hard at arguing over a theoretical proposal for the introduction of the same option survivors have, but for killers? That's just outright bullying. Like, imagine killers were given to abandon matches upon gen completion and when you tried to propose the introduction of the "abandon feature" for survivors you faced hundreds of comments, including ones from an official representative, saying that it shouldn't happen and giving arguments from kind of acceptable to atrocious. Just imagine and enjoy the feeling of unfairness.
Post edited by NaveR on-1 -
In the current system, the moment all survivors are downed, they are allowed — officially encouraged — to press the Abandon button and go next immediately.
No penalty, no consequences, no shame.
The developers have made it clear: skipping the killer’s at most a few dozen seconds of a “victory ceremony” (hooks or mori) is perfectly acceptable.
And let’s be honest — who wouldn’t skip a lost match to save time?Meanwhile, the killer — the winner — is left alone to clean up after bots as their final match experience.
This isn’t a rare occurrence. It’s nearly every match now. This is the norm.
⸻
So what happens to the killer when the game is already decided and there’s no realistic chance of turning things around?
They’re forced to stay in the match. And their so-called “choices”?
• Escort survivors who are spamming t-bag dances at the exit gate.
• Kick a few leftover pallets just to miserably scrape together a handful of Bloodpoints.
• Wander the map aimlessly, hoping the victors finally get bored and leave.A community manager said killers “have agency.”
But these are not meaningful options.
They’re scraps — superficial busywork meant to justify wasting the player’s time under the guise of agency.Survivors can leave instantly when they’ve lost.
Killers are expected to endure the endgame until the last second.⸻
Why is only one side allowed to save time?
If “gonext” is a right for survivors, then killers deserve that same right — especially when the outcome is already sealed.1 -
I wouldn't mind if this was a thing. Let the killer hop out once the gates are powered, and let a bot finish up for those sticking around. I feel like people forget that killer bots have been created and can at LEAST be suitable for this much.
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Meanwhile, the killer — the winner — is left alone to clean up after bots as their final match experience.
That's actually not true. Once all the Survivors abandon the match, the Killer can abandon, too.
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Sure, everyone knows the killer can press the Abandon button.
Let’s break that down.
The killer fights through the entire match, downs the final survivor after a hard-fought chase.
In that exact moment — the moment of triumph — the survivors immediately exit the match and go nexr.And what is left for the killer?
• Clean up the soulless shells of bot survivors left behind.
• press the “Abandon” button — in a match they just won.These are not satisfying conclusions to a winning match.
They are just hollow routines that offer no sense of victory experience.So yes, the killer can abandon —
but if the only choices after victory are “bot cleanup” or “forfeit,”
then we must ask:What kind of game experience the devs want to design in this context?
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Killers should be able to abandon if 3 gens are done and # of hooks is less than or equal to 1
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So if the Survivors stick it out, you'd be fine with "cleaning up the mess" as you put it. There's literally no difference.
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Only if Survivors are able to abandon if they've been hooked twice before the first two gens are done.
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You're missing the whole discussion thread there about people wanting the statement to mean more than just 'in this case' when Mandy was responding to one thing. Did they say that about the one thing. Yes, but nothing more.
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@CrypticGirl mentions this already, its a different discussion. Whether people should be able to surrender early in the match when one side seems to be dominating is a different discussion.
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I'm actually in favor of letting the killer "Abandon" in a lot of cases, including (but not limited to) once the EGC begins.
But this argument is hilarious.
"Ok, but what if they're NOT at the exit gates and NOT t-bagging me? What if they're giving me a chance to win? WHAT THEN, SMART GUY??? Am I supposed to suddenly 'find' and 'kill' the survivors somehow, but with the clock on my side??? PREPOSTEROUS!"
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"Surrender" certainly doesn't sound like it's considering the killer as the winner. If the killer presses the Surrender button, it certainly seems like their win is getting downgraded to a surrender.
Just so we're all 100% crystal clear on this, you're basically giving killers a green light to camp, tunnel, and slug… because you're telling killers they should always try really really hard to get extra kills.
You're basically saying if killers have a chance to get extra kills, they should go for it.
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I'm torn on this.
On the one hand, I think the song and dance (literally) with teabagging survivors at the exit gate is annoying and BHVR should do something to address it.
On the other hand, BHVR are taking measures to stop people from quitting early out of games they think they lost (go next prevention); it seems odd to ask for a feature to end the game before a decisive condition just as they seem to be signaling a desire to go away from that, and especially since that other "don't leave early" function seems to have high support from the community
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And what is left for the killer?• Clean up the soulless shells of bot survivors left behind.I think this is the difference between how a lot of people are approaching it.
The killer is ALWAYS cleaning up at the end. It doesn't matter if its a human or a bot. The survivor has as much agency in their actions at this point if its a human or a bot. If the survivor player is watching the screen, or gets up and walks away from the computer, or lets a bot take over, all are the same game playing out.
Its why I compare it to spiking the ball. When you got the last survivor down the trial is over. Throwing the survivors on the hook has never been any type of meaningful gameplay.
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Throwing the survivors on the hook has never been any type of meaningful gameplay.
Sacrificing survivors is the killer's main objective, the entire foundation of killer gameplay revolves around throwing survivors on hooks.
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It's not a 'surrender' button. It says 'abandon'. The killer is now enabled to decide to take their win and bloodpoints and go next if they don't feel like finishing off the bots. I'm not sure where there's a downside there. If they want the bp, they can finish off the bots. If they want to keep playing the match, they can.
Honestly, it's pretty wild how people are dividing up into 'killer' and 'survivor' sides on this issue. If all the survivors are in an open unblocked gate for some amount of time, the killer should be able to abandon. That doesn't take away any amount of gameplay from the killer or the survivors and prevents the killer having to deal with bm if they think they'll find the survivors teabagging.
There are also some people complaining that as killer, it's not satisfying to win a match if they don't get to finish off their human opponents in a game that's unwinnable for those opponents. There's no scenario where forcing an opponent to play an unwinnable game and waste their time is sportsmanlike. In the current scenario, when all survivors abandon, the killer still gets to have the remainder of their game if they want, and they now have an option to just go play another game faster. Those are only benefits.
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Now surender for killer if you slug all survivors still means lost by the entity so I dont think there any reason looking for logic. Same as survivor abandoning game when slug games take it as draw which doesnt make sence but in bhvr fashion its nothing abnormal.
If killer wants to go for kill then yes he must, slug , tunnel, proxycamp if he wants that much the kill.
The abandon for killer when gates are powered would be good so he doesnt need to make game any longer when theres literally nothing going for him( no one hooked, sluged, chased far from gates and team, etc. when gates are open and timer runs).
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